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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