using Asset Bundles to reduce my WebGl build size
We have an Unity app that contains more than 700 images, right now the build size is a real problem for us, so we're looking into how to reduce the build size.
We wanted to download the images from our server, so we created a little script that downloads images on at the time using WWW.
The preloader script works fine in the Unity editor, the problem is when i compile the app and run it from the browser, the app just crashes due to memory issues, probably because of the hundreds of http calls.
So now i'm looking into using Asset bundles, which seems to be a built-in solution for this.
My question is: Is the "Asset Bundle" a good solution for reducing the size of my WebGl build, taking into account that i a have an assets folder with more than 700 pictures (19MB total) ?
Your answer
Follow this Question
Related Questions
Asset Bundles misMatch 0 Answers
Video plays from Assetbundle in Cache Folder only on second play 0 Answers
Audio Source in WebGL Asset bundle 0 Answers
Loading array of objects by using parent folder name in asset bundle? 0 Answers
AssetBundle LoadAsset and LoadAssetAsync causes brief lag or frame loss 1 Answer