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Unity WebGL build memory discrepancy in local hosted and web hosted
I am using Unity 2018.3.3.f1. The WebGL build of our game, when run locally (i.e. directly running the index.html on the browser), shows a memory consumption of ~600MB on Activity Monitor (I am using Mac). But when I host the build on our website, the memory consumption of that browser "tab" is ~1.8GB which causes it to run out of memory on most devices' browsers. The website is very minimal and hardly has any other stuff other than the WebGL game running.
These are my settings: Publishing settings - Memory Size: 64 MB - Enable Exceptions: Explicitly Thrown Exceptions only - Compression Format: Gzip - Data Caching enabled - Linker Target: WebAssembly
Other Settings - Auto Graphics API enabled - Strip Engine Code enabled
Resolution & Presentation - Default Canvas Width: 900 - Default Canvas Height: 500 - Run in Background enabled
Does anyone know the possible reasons behind this discrepancy?