# Unity

Big WebGL builds = slow first launch. Slow launch = fewer players. Many platforms also limit initial package size

Build size depends on:

* Unity runtime and generated code
* assets included in the build (textures, audio, shaders)
* compression (Gzip/Brotli)
* how content is delivered (e.g., Addressables)

This guide shows how to reduce the initial build without changing game logic.

Example (Fast 4G in browser DevTools)

* No optimization — full game in the initial download
* Addressables only — heavy assets loaded on demand
* Addressables + this guide — minimal initial package

Same game, different setup — much less data before the first interaction and faster startup.<br>

<figure><img src="/files/CRRTx6cCYtJ5TJ5wmHLi" alt=""><figcaption></figcaption></figure>


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