exceptionSupportWebGL 构建的异常支持。 geometricMemoryGrowthStepHeap memory growth factor. initialMemorySizeInitial size of the WASM heap memory in MB. linearMemoryGrowthStepHeap memory growth step in MB. linkerTarget允许您指定构建项目时使用的 web build format。
This page details the Player settings specific to the WebGL platform. For a description of the general Player settings, see Player settings.
When profiling and optimizing your Unity WebGL game, it is important to keep track of multiple kinds of memory usage. The first is the Unity heap, which defaults to 256MB and can be changed in the Publishing Settings interface under “WebGL Memory Size.” We touched on some optimization te...
LarkXR Data Channel Example 发送消息"Hello from WebGL page!"到用户端页面 This is the target div,接收用户端页面发送的数据: // 初始化数据通道 function larkxr_init() { console.log("Data Channel Initialized"); window.larkxr_dc_init(); } // 接收用户端页面发送的文本数据 function onDcTxtD...
859 873 webGLThreadsSupport: 0 860 874 webGLDecompressionFallback: 0 875 + webGLInitialMemorySize: 32 876 + webGLMaximumMemorySize: 2048 877 + webGLMemoryGrowthMode: 2 878 + webGLMemoryLinearGrowthStep: 16 879 + webGLMemoryGeometricGrowthStep: 0.2 880 + webGLMemoryG...
Distributing content remotely can reduce initial app download size and install time. You can also update remotely distributed assets without republishing your app or game 译:远程分发内容可以减少初始应用程序下载大小和安装时间。您还可以更新远程分发的资产,而无需重新发布您的应用或游戏 ...
1、My_test10_WebCamTextureToMatHelper ①主要是复制一下WebCamTextureToMatHelperExample代码,改一下内部名字为My_test10_WebCamTextureToMatHelper就可以了,其他没有动,目的为了只修改My_test10_WebCamTextureToMatHelper代码不动它原本代码 1、效果:Cube随着手指最高点移动 一、目的:找到手指的最高点 一、参考...
Application size: If the AssetBundles are shipped in the application, compressing them will reduce the application's total size. Alternatively, the AssetBundles can be downloaded post-install. Memory usage: Prior to Unity 5.3, all of Unity's decompression mechanisms required the entire compressed As...
you can use a new or existing Addressables setup to benefit from Play Asset Delivery’s dynamic delivery options. When you combine this with Texture Compression Target Formatting, players will get textures customized for their devices, at a smaller initial install size. Read more about the new ...
Runs completely on Unity's PlayerLoop so doesn't use threads and runs on WebGL, wasm, etc. Asynchronous LINQ, with Channel and AsyncReactiveProperty TaskTracker window to prevent memory leaks Highly compatible behaviour with Task/ValueTask/IValueTaskSourceFor...