![]() ![]() This makes the Profiler instrument every function call in your application and returns more detailed profiling data. For this setting to be available, you must enable the Development Build option.Įnable this setting to activate Deep Profiling in the Profiler. This is because the Profiler connection is handled using WebSockets on WebGL, but a web browser only allows outgoing connections from the content. More info See in Glossary to a running build, use this option to connect the content to the Unity Editor instead. For example, it can report the percentage of time spent rendering, animating, or in your game logic. It shows how much time is spent in the various areas of your game. However for WebGL, as you can’t connect the Profiler A window that helps you to optimize your game. Typically, when enabled, this setting allows you to automatically connect the Unity Profiler to your build. Select this option when compiling Master shipping builds for deployment to end users. This is the same as Disk Size, but enables additional Link Time Optimizations (LTO) stage (sometimes called Whole Program Optimization). Smaller disk sizes generally result in shorter page startup times. The recommended best practice is to select this option when targeting mobile web browsers, that may have limits on the size of WebAssembly files that can be loaded. Select this option to favor optimizations that minimize build size, at the expense of taking a longer time to build. Enable LTO when compiling Master shipping builds for deployment to end users. This is the same as Runtime Speed, but with an additional Link Time Optimizations (LTO) stage (sometimes called Whole Program Optimization). Select this option to generate WebGL code that’s optimized for runtime performance, at the expense of taking a longer time to build. Select this option to generate WebGL code that takes the least amount of time to build. Select the optimization mode to use for compiling the WebGL code. Use this setting only when you want to test your application because development builds don’t minify content, they’re large to distribute. When you enable this, Unity sets the DEVELOPMENT_BUILD scripting define. More info See in GlossaryĮnable this setting to include scripting debug symbols and the Profiler in your build. Uses DXT format, which is widely supported on desktop devices.ĭevelopment Build A development build includes debug symbols and enables the Profiler. ![]() Uses ASTC format, which is widely supported on mobile devices. Uses ETC2 format, which is widely supported on mobile devices. It uses the texture compression format you set in the Player settings Settings that let you set various player-specific options for the final game built by Unity. For more information, refer to WebGL texture compression. More info See in Glossary format to use for the build. The texture compression 3D Graphics hardware requires Textures to be compressed in specialized formats which are optimized for fast Texture sampling. See Texture Compression, Animation Compression, Audio Compression, Build Compression. Texture Compression A method of storing data that reduces the amount of storage space it requires. More info See in Glossary supports the following settings: Setting 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. The Unity build system for WebGL A JavaScript API that renders 2D and 3D graphics in a web browser. Build and Run: Builds your application in a Player, and opens that Player on your target platform.Build: Builds your application into a Player.When you have configured the Build Settings, choose one the following options: In the Platform list, select WebGL and then click Switch Platform. To create a build for WebGL, go to File > Build Settings from Unity’s main menu. ![]()
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