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Okay, thanks for the information. But do you have no goal in mind which you want to achieve? I think if there is no goal to reach there will not...
On the FluentConf the web folks (again) analyzed the parsing impact of 1MB of JavaScript. Depending on the device 1MB of JavaScript can take quite...
Thanks for your answer. I totally understand that Chrome handles this poorly but I don't like the Unity-WebGL-Philosophy. I don't think it is...
@alexsuvorov I'm coming back to this thread because old problems arise again. Previously you said that parsing time is not significant. I always...
As I said, caching could be a benefit. But I'm not sure how tight the business logic and the engine code are tied together. If every change in the...
I like the idea of splitting the code. I don't think it is negative at all. I agree with @jonas-echterhoff that a generic build of the Unity...
@Marco-Trivellato Thanks for your response. Sounds great, so interesting times are coming :) I think the "code stripping" feature works quite...
Hey! Today I read an interesting article about JavaScript start-up performance. I know one can not compare a regular Unity Game with an average...
@jonas-echterhoff I see, but I'm still not convinced that one huge file is a great pattern for web development. Maybe one huge file has a...
I also think that the absolute code size of an Unity WebGL build is quite competitive BUT, the main problem is that it is one huge JS file....
I have exactly the same problem in my company. Also the same things here! Our company is also questioning if Unity takes WebGL seriously. 5.5...
@alexsuvorov: thanks for the detailed explanation on how to measure UI stall. I like your idea with the setInterval I think it's a clever way to...
I wanted to add one more thing, if we use a script tag and add the async attribute, the script is parsed in a separate thread. Which would...
Thats true that the size is a problem, not only for caching. But that's another story ;) This sounds quite good. We don't have problems with the...
I don't think that 1 second is nothing and negligibly. Especially on the web users are used to fast websites. Otherwise they just abandon the...
@danielesuppo thanks for your response. Our JS is about 5.5MB (gzipped) and 24MB (unzipped). For us stability is not the best. Can you provide a...
@Schubkraft great to hear that there is progress on reducing the build size :) also for builds with PhysX. Haha so you have the same "problems"...
@Schubkraft thanks for your response. I'll try the tool you linked as soon as I have time. But I think I didn't explained my problem very well....
@Schubkraft great to hear that there is progress going on :) for us especially physics add a lot of JS which we (probably, at least I think so)...
@mcroswell great to hear you could slim down your build from 75mb to 17mb but I think 17mb is still far too big for the web. How are your...