LyCheSis:ShowCase

LyCheSis:ShowCase

Who am I?

Unity / Unreal Developer and 3D Artist


What I write about


Recent Posts

Unity WebGL size

WebGL.jpg

Initial download size on the web is very important and Unity is, at least in its basic form, by nature not the perfect choice for building small, efficient WebGL applications.

But there are a lot of dials and buttons to press, allowing us to tune the size even without having to resort to Project Tiny.

I set out to see how small I could get a WebGL build. As reference I took the default Unity Universal Render Pipeline template and went through all the optimization options.

Results

Render Pipeline Publish Compression Texture Compression Shader Stripping Code Stripping Size on Disk
Universal None Normal Auto Low 35.2 MB
Universal GZip Normal Auto Low 17.4 MB
Universal Brotli Normal Auto Low 15.3 MB
Universal Brotli Crunched 50% Auto Low 11.7 MB
Universal Brotli Crunched 50% Auto High 11.4 MB
Universal Brotli Crunched 50% Import High 11.4 MB
Standard Brotli Crunched 50% Import High 7.35 MB

Compression

Obviously changing the overall compression of the published package brought a large saving, but setting all the textures to use crunched compression also saved a lot of space.

Stripping

Code and shader stripping only brings further savings if there's a lot of custom code, or calls to Unity components. Unitys' URP template is not that heavy on code so savings aren't big here.

Code stripping is currently only available in "low" settings for .NET 3.5 and not at all for anything newer, so it's safer to go for .NET 2.0, if you want to use code stripping.

For shader stripping I switched to "Import" and then chose "Import From Current Scene", which should usually be safe enough.

Render Pipeline

One thing that isn't listed here is, if you switch to the standard render pipeline, since the universal render pipeline has some custom overhead and uses some textures for post processing which I haven't been able to remove, even if I didn't use any post effects.

Unity Packages

Good news is that, despite there being a lot of unnecessary packages in the standard template, most pre-installed packages don't contribute much to the overall build size.

  • 2D Sprite
  • 2D Tilemap Editor
  • Analytics Library
  • com.unity.ads
  • Core RP Library
  • Custom NUnit
  • In App Purchasing
  • Ride Editor
  • Shader Graph
  • Test Framework
  • TextMesh Pro
  • Timeline
  • Unity Collaborate
  • Unity UI
  • Universal RP
  • Visual Studio Code Editor

Render Pipeline

The biggest surprise here was, that switching from the universal render pipeline to the standard render pipeline saves a ton of space. One thing I noticed was, that the URP was using a built in version of the post processing stack, which is quite large and can't be disabled. But in general URP still seems to be tagged onto the standard engine, making it an extra bulk to carry around.

Granted, I just took the URP project and threw out the URP package and the result didn'T look exactly the same as before, but still both are of a comparable quality and if you can you should do this optimisation, since the URP just uses up a lot of space and HDRP isn't even recommended for WebGL export.