Version: 2022.2
Distribution size and code stripping
WebGL templates

Texture Compression in WebGL

Use texture compression in WebGL to create builds that target platforms based on the texture compression formats they support. The texture compression format value you set here has priority over the Player settings texture compression format value. To run your game on both desktop and mobile browsers with compressed textures, you might want to create two builds targeting:

  • Desktop browsers with DXT set as the texture compression format
  • Mobile browsers with ASTC set as the texture compression format

Create builds for desktop and mobile browsers from a script

You can run a build for both desktop browsers and mobile browsers with the corresponding texture compression formats simultaneously using a script. For example:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Diagnostics;
using System.IO;
using UnityEditor.Build.Reporting;

public class comboBuild
{
    //This creates a menu item to trigger the dual builds https://docs.unity.cn/ScriptReference/MenuItem.html 

    [MenuItem("Game Build Menu/Dual Build")]
    public static void BuildGame()
    {
      //This builds the player twice: a build with desktop-specific texture settings (WebGL_Build) as well as mobile-specific texture settings (WebGL_Mobile), and combines the necessary files into one directory (WebGL_Build)
      
      string dualBuildPath    = "WebGLBuilds";
      string desktopBuildName = "WebGL_Build";
      string mobileBuildName  = "WebGL_Mobile";

      string desktopPath = Path.Combine(dualBuildPath, desktopBuildName);
      string mobilePath  = Path.Combine(dualBuildPath, mobileBuildName);
      string[] scenes = new string[] {"Assets/scene.unity"};

      EditorUserBuildSettings.webGLBuildSubtarget = WebGLTextureSubtarget.DXT;
      BuildPipeline.BuildPlayer(scenes, desktopPath, BuildTarget.WebGL, BuildOptions.Development); 

      EditorUserBuildSettings.webGLBuildSubtarget = WebGLTextureSubtarget.ASTC;
      BuildPipeline.BuildPlayer(scenes,  mobilePath, BuildTarget.WebGL, BuildOptions.Development); 

      // Copy the mobile.data file to the desktop build directory to consolidate them both
      FileUtil.CopyFileOrDirectory(Path.Combine(mobilePath, "Build", mobileBuildName + ".data"), Path.Combine(desktopPath, "Build", mobileBuildName + ".data"));
    }  
}

You can modify the WebGL template’s index.html file to select the appropriate data file if there’s support for the texture compression format extension:

// choose the data file based on whether there's support for the ASTC texture compression format
      var dataFile = "/{{{ DATA_FILENAME }}}";                                  
      var c = document.createElement("canvas");                                 
      var gl = c.getContext("webgl");                                      
      var gl2 = c.getContext("webgl2");                                    
      if ((gl && gl.getExtension('WEBGL_compressed_texture_astc')) || (gl2 &&   
              gl2.getExtension('WEBGL_compressed_texutre_astc'))) {             
        dataFile =  "/WebGL_Mobile.data";                                       
      }                                                                         

      var buildUrl = "Build";
      var loaderUrl = buildUrl + "/{{{ LOADER_FILENAME }}}";                    
      var config = {                                                            
        dataUrl: buildUrl + dataFile,                                           
        frameworkUrl: buildUrl + "/{{{ FRAMEWORK_FILENAME }}}",                 
#if USE_WASM                                                                    
        codeUrl: buildUrl + "/{{{ CODE_FILENAME }}}",                           
#endif                                                                          
#if MEMORY_FILENAME                                                             
        memoryUrl: buildUrl + "/{{{ MEMORY_FILENAME }}}",                       
#endif
#if SYMBOLS_FILENAME                                                            
        symbolsUrl: buildUrl + "/{{{ SYMBOLS_FILENAME }}}",                     
#endif                                                                          
        streamingAssetsUrl: "StreamingAssets",                                
        companyName: {{{ JSON.stringify(COMPANY_NAME) }}},
        productName: {{{ JSON.stringify(PRODUCT_NAME) }}},
      productVersion: {{{ JSON.stringify(PRODUCT_VERSION) }}},                
        showBanner: unityShowBanner,                                            
     };  

其他资源

Distribution size and code stripping
WebGL templates
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961