Unity2018 release WebGL considerations summary

1. Other settings

  The WebGL version is somewhat different from other platforms, and it is worth noting that there are "Scripting Runtime Version", "Strip Engine Code" and "Optimize Mesh Data".

  The first is the option to strip the engine code. When this option is selected, Unity will not delete any code that is not in use from the project build, thereby reducing the amount of code in the package. (For example, if no physical components or functions are used in the project, the physics engine will be deleted.)

  The third option is to optimize the grid data. After selecting this option, Unity will automatically organize the grid data in the project, thereby reducing the amount of grid data in the package.

 

 

Second, publishing settings

  1. The allocation of WebGL available memory size, the unit is MB. It is recommended to be between "64-512", the default is 256.

  2. The parameter "Enable Exceptions" is used to turn on the exception catch. It can be turned on during debugging and needs to be removed when the product is released.

  There are three options: none (closed), Explicitly Thrown Exceptions Only (the default option, which only processes the code in the throw part of the script, and also increases the code size.) And Full (will capture all debugging information, except for the code throw, will also capture empty references, illegal index arrays, and stack information together.)

  3. Compression Format is the compression method, the default is gzip, the better is Brotli but it takes more time to compress.

 

 

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Origin www.cnblogs.com/RainZZY/p/12707247.html