![]() This method is also faster than the regular Unity approach. Doing it this way you could include a different file if ound wouldn't be available. So I benchmarked the idea of adding the script tag dynamically via JavaScript to the index.html file. I saw that the UnityLoader does some checking if ound is available and if not the UnityLoader edits the blob in some fancy way. The fastest way was to include a script tag with an async attribute at the end of the index.html file. Unity loads the build as a blob and in my benchmarks this was the slowest way of loading the build (to be correct, the main time is not spent on "loading", we cache our js files, it is spent on interpreting/compiling the huge js file). Beside the fact that the build is 25mb (unzipped) of JavaScript (and there is nothing we could do, to further trim it down), I tried different ways of loading the build. ![]() This is why I did some research on speeding up the loading process of our Unity build. ![]() Loading time is very crucial for us and we are not fully satisfied with Unity's performance in this regard.
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