Best practices to reduce Unity WebGL load times on Facebook
I want to use Facebook as a useable platform for Unity WebGL games but the load times are way too long 40-60+ seconds. Unity best practices for reducing load times doesn't seem to work on Facebook. Facebook best practices don't seem to adequately address this problem either.
Is this issue discussed somewhere on Unity and Facebook?
Here's some symptoms for my app: Using Bundles increases load time : Facebook only allows 1 zip file to upload entire project including bundles A splash scene with 1 play button increases load time : zip file contains 2 scenes instead of 1 Streamed assets increase load time : must put streamed assets in the 1 zip file uploaded to fb If Unity assets are distributed outside of the 1 uploaded zip file, then can't access them due to CORS restrictions * Using a Facebook 'tab' doesn't work because Unity can't find the file(s) using fb paths
So really what I'm asking is where, who do I ask to get these problems resolved.
Thanks
Answer by handehospital35 · Apr 29 at 07:10 AM
A dermatologist diagnoses and treats conditions which can affect your hair, skin, and nails. They also deal in treating the delicate tissue or the mucous membranes that line your nose, mouth, and eyelids. For more details visit https://handehospital.org/best-dermatologist-in-chennai/ or call us 98410 11390.
Your answer
Follow this Question
Related Questions
Best practices- wilderness between cities 0 Answers
Is it best practice to not attach a pause script (or others) to a GameObject? 1 Answer
Debug.LogError vs Debug.LogException - in which cases? 1 Answer
Why GetAxis expects a string instead of enum? 1 Answer
How to start creating board game in 3D? 0 Answers