
Although Unity uses cutting edge LZMA-based compression which usually compresses game data to anywhere from one half to a third of the uncompressed size, you’ll need to try everything you can.
How to download unity web player games manual#
There is a manual page committed to the utilities Unity offers for optimizing file size here. Generally reduce the size of your web players. And of course all textures should be DXT compressed. Halving the texture resolution actually makes the texture size a quarter of what it was. Make sure you use textures that are only as big as they must be (and be ready for more sacrifices here). In a small browser window, sometimes big textures don’t even increase the visual fidelity at all. Typical texture sizes are too big for web deployment. After you externalize music, textures easily take up 90% of the game. Optimize your textures using their Import Settings. Only load more music when the player is hooked on the first level. Load a very short track that you can loop until more music has been downloaded. Externalize the music and load it via the However even when compressed, audio takes up a lot of space, and if you have to fit things into 3 MB, if you have 5 minutes of music all the compression in the world won’t save you. There is no reason why all music must be available when the game starts. And yes, this means you might have to design your game with the web player experience in mind. Why not have a mini tutorial level where the user can learn the controls of the game? No reason for high-res textures here or loads of objects, or having all your enemies in the first level.
How to download unity web player games download#
This way, the first level can be loaded quickly, and by keeping the player occupied playing it for a minute or two you can be sure that the download of all remaining assets can be completed in the background. Make the first level be short and not use a lot of assets. Showing an animated logo is a great way to make time go by unnoticed, thus letting the download progress further. This game could use a little more optimization! For more information, we recommend you read the reducing file size page. Level 4 'Level 3' uses 2.3 MB compressed. Level 3 'Level 2' uses 2.2 MB compressed. Level 2 'Level 1' uses 592.0 KB compressed. Level 1 'Character Builder' uses 111.5 KB compressed. Level 0 'Main Menu' uses 95.0 KB compressed. The console will show something like this: If you open the console log ( Open Editor Log button in the Console window( Desktop Platforms) Help -> Open Editor console log menu OSX) after or during a build, you can see the size of each individual scene file. Structuring some scenes around this loading concept is a comparative breeze! If you’ve made the game, you’ve done the hard part already. Think of each above step as an individual scene. It seems daunting to optimize it, but it turns out that with a little effort it is usually quite easy to structure your game in this fashion. Now, don’t panic if your web player currently is 10 MB. The key point to keep in mind is to think in wait times for a user on a slow connection. Finish downloading the entire game within 1–5 MB (1–5 minutes).800 KB let the user play the first small level (50 seconds).320 KB let the user play a tiny tutorial level or let them do some fun interaction in the menu (20 seconds).50 KB display the logo and menu (4 seconds).The game would optimally be set up to stream something like this: This is the low end of bandwidth online portals target. On a 128 kilobit cable connection you can download 16 KB per second or 1 MB per minute. Otherwise their time is being wasted and they might as well close the window. From the user’s perspective, the game needs to start quickly. If you don’t reach this, it makes it that much less likely for a portal to accept your content. Online game portals expect that some form of game play really starts after downloading at most 1 MB of data. Streaming is useful for all kinds of contents, and it can easily be applied to many other situations. This section will focus on publishing to online game portals. This is very achievable, and we will explain how. The idea behind web games is that the user can view your content almost immediately and start playing the game as soon as possible instead of making them wait for a progress bar. Web Player Streaming is critical for providing a great web gaming experience for the end user.
