Published on December 1, 2016 by Unity
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Unity Field Engineer, Jesse Smith, shares practical learnings from his experience helping customers with WebGL projects. He goes through solutions to common issues like limited memory, loading AssetBundles, and trying to optimize.

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2 Comments on "Unite 2016 – Practical WebGL Advice from the Field"

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Torima Matori
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Torima Matori
10 months 8 days ago
If I understood workflow good it was:First you checked your: Reserved Total field in Profiler and it was 17.3MB.You added around 15 – 20mb – just recommended for various memory issues.So now its 17.3MB + 20MB = 37.3MBBut you round it on 48MB because it has to be multiple of 16 (48/16 =3).This amount: 48MB we enter in Publishing Settings – WebGL Memory size and that's it?I tried it for some similar simple 3d scene, and it works, just not sure are these steps for memory calculation same if we try to make some much much bigger game or demo?Because… Read more »
Teh Stranger?
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Teh Stranger?
10 months 15 days ago

awesome vid

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