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Running WebGL continuously

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We are using a single project to run multiple small games on WebGL. There's a transitions scene where you select a game and then appropriate scene is loaded. When the game is exited, transition scene is loaded again and all this is achieved running the project in an iFrame on a web page. The problem is that more memory is allocated in the heap then we expect. After each game some memory is released, but it seems that not all of it and there's some fragmentation happening. However heap allocation does settle at some point, but the memory allocated is too high for simple games that we are running and low-end devices that we are targeting. There's a lot of speculation going around about why, but nothing certain. I wonder if anyone else has come across anything like this and have some tips on reducing the memory footprint of each game and/or tackling fragmentation in the unity heap. PS.: Asset bundles are unloaded, Resources.UnloadUnusedResources called. We are also using Zenject dependency injection, DoTween tweening library. And there are a few objects that persist between scenes.

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