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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