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General Discussion: How to speed up WebGL Parsing Time?

Discussion in 'WebGL' started by troy_halsey, May 7, 2015.

  1. troy_halsey

    troy_halsey

    Joined:
    Oct 21, 2014
    Posts:
    63
    I know we have all touched on this at one time, but thought it would be nice to have in one thread. Has anyone made meaningful progress on decreasing the js parsing time when loading a WebGL app? Meaning...not the download time, that goes pretty quick...but that painful 15-20 seconds of "freeze" when the app loads after download, aka...the "Parsing Lot" as I have just now coined it.

    Thanks in advance for your contributions and suggestions,

    Troy
     
    Kronnect likes this.
  2. tschera

    tschera

    Joined:
    Nov 22, 2016
    Posts:
    10
    @troy_halsey I think there is still no improvement. We waited long for any improvements but we ended up leaving Unity completely. Now we have a build with Three.js and are much much faster in all regards than with Unity. We got a speed up of 10x! Yes you read correctly! From 20 seconds on a Mac Book Pro to 2 seconds.
     
  3. ChristianKoGaMa

    ChristianKoGaMa

    Joined:
    Jul 11, 2017
    Posts:
    18
    Same here. This has been discussed a lot. There is basically two sides to this story:
    1) Unity: As far as I know Unity is not able to strip as efficiently as we would like. I think for instance something like PhysX is included in it entirety when building. Unity has discussed modularizing the engine much more but as far as I know there has not been any progress regarding this. This off course comes down to amount of code that has to be parsed.
    2) Browsers and WebAssembly: I think progress has been made and will continue to be made regarding the browsers abilities to do this more efficiently. As far as I know the browsers already or are about to implement features which means that the code will be parsed once and the cached. It's not perfect but it will be a big improvement.

    I would love to get a statement from Unity regarding this!
     
  4. mpaddon

    mpaddon

    Joined:
    Oct 7, 2014
    Posts:
    4
    We've had to add a 'click to load' layer on top to mitigate freezing of the website. Would also appreciate a more detailed Unity roadmap on addressing these issues as we're considering alternative webgl platforms.