Version: 2022.1
언어: 한국어
WebGL 애플리케이션 빌드
배포 크기 및 코드 스트리핑

에셋 번들의 로드 시간 감소

As all your Asset data must be pre-downloaded before your content starts, you should consider moving Assets out of your main data files and into AssetBundles. This lets you create a small loader Scene for your content which loads quickly and dynamically loads Assets on-demand as the user proceeds through your content. AssetBundles also help with Asset data memory management: You can unload Asset data from memory for Assets that you don’t need any more by calling AssetBundle.Unload.

WebGL 플랫폼에서 에셋 번들을 사용할 때 다음과 같은 고려해야 할 사항이 있습니다.

  • When you use class types in your AssetBundle which aren’t used in your main build, Unity may strip the code for those classes from the build. This can cause a fail when trying to load Assets from the AssetBundle. Use BuildPlayerOptions.assetBundleManifestPath to fix that, or see the section on [Distribution size and code stripping](webgl-distribution size-codestripping.md), below, for other options.

  • WebGL doesn’t support threading. As Http downloads become available only after they’re downloaded, Unity WebGL builds need to decompress AssetBundle data on the main thread after the download is complete, blocking the main thread. To avoid this interruption, LZMA AssetBundle compression isn’t available for AssetBundles on WebGL. AssetBundles are compressed using LZ4 instead, which is de-compressed efficiently on-demand. If you need smaller compression sizes than LZ4 delivers, you can configure your web server to use gzip or Brotli compression (on top of LZ4 compression) on your AssetBundles. See documentation on Deploying compressed builds for more information on how to do this.

  • WebGL은 UnityWebRequestAssetBundle.GetAssetBundle을 통해 에셋 번들 캐싱을 지원합니다. 이 방식은 브라우저의 IndexedDB API를 사용하여 사용자의 기기에 캐시를 저장합니다. 일부 브라우저는 IndexedDB에 대한 지원이 제한적일 수 있으며, 모든 브라우저는 디스크에 데이터를 저장하기 위해 사용자의 승인을 요청할 수 있습니다. 자세한 내용은 WebGL 브라우저 호환성을 참조하십시오.

WebGL 애플리케이션 빌드
배포 크기 및 코드 스트리핑