unity-optimize-web
Measure and optimize Unity web builds for transfer size, startup, memory and browser execution without changing engines.
- License 许可
- MIT
- 最近更新
- 2026-11-13
- Stars
- ★ 4
- Forks
- 3
01 前言 Front Matter
- name
- unity-optimize-web
- engines
- [ "UNITY" ]
- description
- Measure and optimize Unity web builds for transfer size, startup, memory and browser execution without changing engines.
02 资源文件 2
- 参考文档agents/openai.yaml260 B
- 参考文档references/web-delivery.md3.2 KB
03 SKILL.md 正文
Unity Optimize Web
When to use
Improve a selected Unity project's web-player startup, delivery size, memory or runtime performance. This skill retains Unity as the engine; it does not replace the game with a browser-engine implementation.
Activation and inputs
Run commands/resolve-engine.sh and commands/resolve-skill.sh unity-optimize-web; require effective UNITY compatibility before edits, builds or browser launches. Honor permitted output scope. Inspect actual Editor version, web build module, selected packages, build configuration, hosting control and supported browser/device matrix. Keep observations and reports in the resolved .hephaera/.cache/.
Workflow
- Establish comparable development and release baselines with source/package identities, scenes, stripping settings, compression, cache state and representative devices. Set project budgets for transferred bytes, first interaction, steady/peak memory and frame-time percentiles.
- Use BuildReport and browser network traces to attribute cost before changes. Separate download bytes, decompressed files, WebAssembly memory, browser resources and Unity allocations; a smaller file does not prove lower peak runtime memory.
- Remove measured unused content through owned scene/asset and stripping decisions. Verify reflection, serialization, fonts, variants and dynamically loaded content survive release stripping. Do not enable aggressive stripping without runtime coverage.
- Match build compression to server
Content-Encoding, MIME and cache behavior. Test an actual HTTP-served player, cold/warm loads, content-hash upgrades and cache invalidation. Use a decompression fallback only as an explicit hosting tradeoff. - Bound initial content and concurrent downloads/decode work. Review texture/audio import, allocation hot paths and memory growth on target browsers. Gate threading and platform features against the installed Editor and deployment isolation requirements.
- Validate focus, resizing, pointer lock/fullscreen, input, user-gesture audio, lost context, suspension and offline/error UI in real browsers. Browser evidence covers this web player; native player UI/audio still requires native testing.
Read web build measurement and delivery for report scope, compression and acceptance evidence.
Output and verification
Deliver measured before/after builds, the change attribution, HTTP/browser evidence and remaining budgets/limitations. Keep build output outside runtime source assets and do not deploy or publish automatically. Missing platform modules, host control or representative devices block the affected claims; an Editor build receipt does not certify startup or browser gameplay.
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