Is there any information on the actual WebGL build process as initiated from a command-line interface? The docs didn't seem to mention WebGL command line flags whatsoever. I'm trying to inject some optimizations/alternate flags into the process (specifically, emscripten) to see if I can get the AST memory spikes in Chrome down.
Make a folder "Editor" withing "Assets" folder and place this (where you should replace scenes[] with your scenes!) using UnityEditor; class WebGLBuilder { static void build() { string[] scenes = {"Assets/scenes/S_MainMenu.unity", // replace with your scenes "Assets/scenes/S_Login.unity", "Assets/scenes/S_Help.unity", "Assets/scenes/S_1.unity", "Assets/scenes/S_Reward.unity", "Assets/scenes/S_Credits.unity", "Assets/scenes/S_Settings.unity", "Assets/scenes/S_SceneSelector.unity"}; string pathToDeploy = "builds/WebGLversion/" BuildPipeline.BuildPlayer(scenes, pathToDeploy, BuildTarget.WebGL, BuildOptions.None); } } then write from command line : "C:\Program Files\Unity\Editor\Unity.exe" -quit -batchmode -logFile stdout.txt -executeMethod WebGLBuilder.build