WebGL optimisation help request

Hi I’ve developed a FPS and got it working in WebGL Yay!

But it’s slowwww so what are the best optimisations to use for a WebGL game?

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Hi,
Did you try to take a look at it with the profiler ? Do you know if it’s CPU or GPU bound ?


Getting an initial massive hit on scripts and rendering.

Steps so far:
Divided up the level meshes to try and reduce the rendering overhead via occlusion.
Removed the GetComponentInChildren calls, replaced with direct reference set in editor, that were causing a big initial hit in Spiker.Start().

Also trying to replacing Water 4 to reduce rendering load, but looks naff.

Managed to improve the performance with code optimisation tweaks and some work on combining the meshes/materials used in the game.

I’m using IK to map trooper hands to their guns so when then aim at a high/low enemy they point in the right direction, this has an impact on performance with 20 troopers is there a better way to do this?

From my experience using mesh combine actually makes performance much worse. I can’t speak much on “IK to map trooper hands” as i’m not using anything like that in my game which happens to be a third person shooter. All of my AI are zombies. I guess you have a different set of challenges for optimizing your project if the IK is causing a performance hit.

You can read more about my experience with WebGL and optimizations for my project here if it helps you: http://forum.unity3d.com/threads/pushing-webgl-game-optimizations-further.337688/