Unity
Large WebGL builds slow down first launch, reduce player conversion, and may fail platform size limits.
Build size depends on:
Unity runtime and generated code
Assets included in the build: textures, audio, shaders
Compression: Gzip or Brotli
how content is delivered (e.g., Addressables)
This guide shows how to reduce the initial build size without changing game logic.
Example: Fast 4G profile in browser DevTools
No optimization: full game in the initial download
Addressables only: heavy assets loaded on demand
Addressables plus this guide: minimal initial package
Same game, different setup: less data before the first interaction and faster startup.

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