For WebGL, it is not possible to connect the Profiler A window that helps you to optimize your game. Autoconnect ProfilerĮnable the Autoconnect Profiler setting to profile your Unity WebGL content. You can only select Autoconnect Profiler and Deep Profiling Support if you enable the Development Build setting. However, this means development builds are very large, and too large to distribute. The JavaScript in development builds are in human-readable form, and Unity preserves function names so you can see stack traces for errors. Additionally, development builds do not minify content. More info See in Glossary setting, Unity generates a development build which has Profiler support and a development console which you can use to see any errors in your application. When you select the Development Build A development build includes debug symbols and enables the Profiler. More info See in Glossary from the Platform list. ![]() The Unity WebGL build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL rendering API to run Unity content in a web browser. Then select WebGL A JavaScript API that renders 2D and 3D graphics in a web browser. To access the WebGL build settings, open the Build Settings window ( File > Build Settings). This is due to security restrictions applied to local file URLs. Note: Opening a Player directly from the file system might not work in some browsers. For more information on setting up response headers, see WebGL: Compressed builds and server configuration. Alternatively, you can use a custom local web server with properly configured response headers. Unity uses a local web server to host your build, and opens it from a localhost URL. The best way to view the WebGL Player locally is to use Unity’s Build And Run option (menu: File > Build And Run). This option allows you to upload updated versions of the game builds into the same folder on the server, and only upload the files which have changed between build iterations. This applies to each file in the build folder. If you enable Name Files As Hashes (in the Player Settings), Unity uses the hash of the file content instead of the default filename. br for the Brotli compression method.įor more information, see WebGL: Compressed builds and server configuration. If you enable Decompression Fallback, Unity appends the extension. See in Glossary Method for your build, Unity identifies the extension that corresponds with the compression method and adds this extension to the names of the files inside the Build subfolder. See Texture Compression, Animation Compression, Audio Compression, Build Compression. If you enable a Compression A method of storing data that reduces the amount of storage space it requires. See the Splash Screen page for further information. This file is only generated when a Background Image is provided in the Player Settings ( File > Build Settings > Player Settings > Splash Image). This file is only generated for Release builds when you enable the Debug Symbols option ( File > Build Settings > Player Settings.)Ī background image, which displays while the build is loading. More info See in Glossary.ĭebug symbol names necessary to demangle an error stack trace. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. ![]() Think of each unique Scene file as a unique level. ![]() Unity only generates this file for multi-threaded WebAssembly builds.Īsset data and Scenes A Scene contains the environments and menus of your game. The JavaScript code that the web page needs in order to load the Unity content.Ī binary image to initialize the heap memory for your Player. The Build folder contains the following files ( represents the name of the target build folder): File name
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