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Which parts of the project are included in a WebGL build?

Discussion in 'Editor & General Support' started by The-Scripter, May 13, 2015.

  1. The-Scripter

    The-Scripter

    Joined:
    Nov 10, 2009
    Posts:
    30
    I have a large project, but I'm trying to build only a tiny scene that I've made within it. A WebGL build still ends up very big (202mb for the entire build folder), compared to the same scene in an empty project (69mb all inclusive).

    So what determines the size of a WEBGL build? Does Unity still find the assets that are referenced and include only these?

    Knowing this would be a big help, and would help me to get the rest of the project built as well.
     
  2. fffMalzbier

    fffMalzbier

    Joined:
    Jun 14, 2011
    Posts:
    3,276
    Unity is printing out in the editor log file what is put inside the build and how big is it.
    That way you find out what makes your stiff big.
    The resources folder for example is always included so that you can load its content at runtime, and the streaming asset folder get copty over without importing , that may be two candidates to check.
     
  3. The-Scripter

    The-Scripter

    Joined:
    Nov 10, 2009
    Posts:
    30
    Thanks. I've checked the breakdown in the log and it's very helpful to know about. The log doesn't show anything unexpected, however. The complete size of my assets shown there is small enough. I will keep searching.