WebGL optimizations

After Chrome dropping support for plugins, I’m really concerned about WebGL build (long build times and size of builds).

I love Unity, and have invested lot of time and code on it. Just I’m worried because I need to tweak a lot of code and test it on the browser, and each time I need +10 minutes to build and test. I hope at least Cloud Build can add WebGL support and use faster servers to build my code (I didn’t see that option yet in my account).

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After Chrome dropping support for plugins Unityguys should now invest some more manpower in WebGL - absolutely right.

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from the local machine itself its taking too much time to load…any solution to get the performance fast…

There is the build options to build faster but you end up with a potentially larger build size and a slower performing game.

You could try a ram disk or ssd as the build to location as this would provide faster downloading time for the browser and possibly even faster build times.

Also more memory or a faster CPU could improve build times.

UT are working on compressing the build files and decompressing them dynamically on load, this should improve download times.

As well as improving the build pipeline with faster compiler tools, so in time things should improve.

As outlined in http://blogs.unity3d.com/2015/06/18/webgl-webassembly-and-feature-roadmap/ and in the sticky roadmap post in the forum we are working to improve our WebGL export option.

We have top people working on it and we are actively hiring too. That said our WebGL export doesn’t live in a vacuum which means we can only move as fast as the browser vendors do when it comes to supporting new features. So us throwing 20 engineers at it won’t make it go faster. On the plus side all the big vendors are very committed and want to see WebGL succeed as much as we do.

WebGL building is on the Cloud Build roadmap but there is no ETA for it yet.