webplayer file size

Is it just me or did duplicating the one level in my Unity project and exporting to web player double the size?

I thought that it would add a few kilobytes as most of the data (textures, meshes, etc) would be shared between the levels?

Am I doing something wrong?

Martin

My one level file is about 2.5 MB, which is only about half of the overall unityweb size.

Did you dupe in Finder or in Unity’s project list? I know that doing file management outside of Unity can have weird consequences (because of missing metadata).

It would have been from within Unity. The odd things is I removed the new level and re-duped it. Now my web player is only about 100k larger than only one level.

Maybe I did something else wrong without realising it.

You might also want to read this page, if you care about distribution size in a webplayer:
http://unity3d.com/Documentation/Manual/Reducing%20File%20size.html

Thanks! I also figured out why the size doubled. I have two textures, that were unwittingly huge that were each used only on one of the levels. The second texture was always in the hierarchy but not used until I dragged it onto the second level.

I guess I should have realised what was hapenning. :sweat_smile:

Just curious: Is there a way to specify per-build texture import settings? So that e.g. on the webplayer all textures are half resolution?

If you right-click on the texture, choose import settings. There you can set the “max texture size”.

I can’t see where in that dialog it gives you per build import settings. E.g. I want the web player to use 256 textures and the game build to use 512 textures, web player to use 32 textures instead of 64 textures.

At the moment you cant give per build texture size settings.

But it obviously makes sense for web and standalone deployment so we are considering it for 1.6.