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 β€” full game in the initial download

  • Addressables only β€” heavy assets loaded on demand

  • Addressables + this guide β€” minimal initial package

Same game, different setup β€” much less data before the first interaction and faster startup.

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