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optimizing WebGL builds to avoid crash on chrome
Hi guys, we're using unity 5.0.2 to build WebPlayer and WebGL experiences. In our project, some users (for the WebGL) have their Chrome tab crashing when launching the project with this browser. In most case, they are windows 7 users but we know it's a memory issue.
We're using fastest build, none exceptions, memory recommended after having used profiler, but still, the project crashes in the same way.
I guess we have to work on the scenes themselves to decrease the memory size needed. Anyone has another idea ? What is the most effective (and if possible the less damaging, visually speaking) way to reduce the memory needs ?
Thanks a lot for your help and suggestions, we're getting crazy :)
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