publishing - webGL, Android, PC, etc

sledgemansledgeman Posts: 7Member

I´ve tested the new Godot 3.0 Build. Imported the export template. I was curios how big the sizes are, when publishing to specific platforms. Especially interested in webGL & Android (i like very very small builds). So, without anything big inside my scene, i exported it just for fun to:

  • Android
  • webGL

And both take about of min. 20mb space !!! I ask myself, why they are so big, without anything special inside the scene ??? So, can anyone replicate this (just a empty scene, or put 1x cube inside) and confirm the build file-sizes ? Thanks

Comments

  • eskaeska Posts: 4Member

    They're smaller than that, try disabling debug during export

  • KioriKiori Posts: 246Member

    I believe @Shin-NiL got his Android export to something around 10mb? Not sure about the webgl export.
    @vnen Also posted on how to improve build size a while back.

  • Shin-NiLShin-NiL Posts: 154Moderator

    Yeah, for Android you can make some adjustments to the build files to prioritize size optimization. Another tip is to create an apk for each architecture (arm, x86).

    I used this technique in this game.

  • sledgemansledgeman Posts: 7Member
    edited February 9

    In webGL for instance, you don´t have any options to disable debug, or so. You got simply a 19.693mb file (*.wasm) !!! This is insane ! I mean, other WebGL technologies are something about 0-1mb with a empty scene ! I am really disapointed with the Godot WebGL export ! :(

  • sledgemansledgeman Posts: 7Member

    Android Export i got with the new Godot 3.0 something around 12,6mb ... its ok. But something under 10mb with a empty scene would be great. So i am not that satisfied with the export sizes of Godot ! :(

  • CalinouCalinou Posts: 165Admin Godot Developer
    edited February 9

    @sledgeman said:
    In webGL for instance, you don´t have any options to disable debug, or so. You got simply a 19.693mb file (*.wasm) !!! This is insane ! I mean, other WebGL technologies are something about 0-1mb with a empty scene ! I am really disapointed with the Godot WebGL export ! :(

    Remember that as long as the Web server is properly configured, the .wasm file will be sent compressed, making it much smaller over the wire (using gzip compression, or Brotli which is more efficient, if supported by the server and client).

  • eskaeska Posts: 4Member

    The WebAssembly file is ~10 MiB large, so you're still doing something wrong. Disable debug when exporting.
    With server-side gzip compression, the size is ~3 MiB

  • sledgemansledgeman Posts: 7Member
    edited February 12

    quote: "....Web server is properly configurated..." What Web-Server? I just done a export localy and did a start with a browser.
    Where is this "compression" option to be find inside Godot? What can i do wrong, when i nothing do, except made a new scene / project that is empty !?

    So if someone is willing to help, please explain the steps i have to do, or give a link, or.... Otherwise it isnt so helpful, saying: you doing wrong, do compress....etc.

  • CalinouCalinou Posts: 165Admin Godot Developer
    edited February 12

    @sledgeman said:
    quote: "....Web server is properly configurated..." What Web-Server? I just done a export localy and did a start with a browser.

    The Web server I'm talking about is the one which will serve the game's files to players when they reach the game's website.

    @sledgeman said:
    Where is this "compression" option to be find inside Godot? What can i do wrong, when i nothing do, except made a new scene / project that is empty !?

    That option isn't in Godot – your Web server should handle compression in a transparent way; just make sure it's enabled for .wasm files.

  • sledgemansledgeman Posts: 7Member

    Thx for some infos. Somehow i think its a mess, to export in WebGL. I don´t have own options to compress. You rely to webServers technology. Coming from unity, i have to say, their webGL export is also a mess. But in some ways you have more own options to manipulate stuff. Empty scene there is about : 2-3mb. Best expirience i´ve had in exporting to webGL is threeJS. I hope Godot will do some more improvements here.

  • Turk_mTurk_m Posts: 2Member

    Hi, this is my first post here, also i came from unity because i had been tempted too by this little creature (just about 37M, that was awosome), and i had a lot of hops for the WebGL, but ........, at least its still acceptable after you disable (Exprot with Debug) option, the empty project decreased from 21M to 11M that good but i hop for more and a lot of (more), the only reason why i am here just because of the small size of engine it self and (was hopping) the WebGL build will be much better than unity build.

  • sledgemansledgeman Posts: 7Member

    @turk_m: ... thx for the detailed info ! I have to say, the Ui design is OK, but the Ui logic is terrible ! Export options should be inside the "export options", instead inside the "save options". What a mess ! If you compare 11mb from Godot with 4mb of Unity, Unity wins here !

  • Shin-NiLShin-NiL Posts: 154Moderator

    I've only found this option after asking on discord channel :|

  • Turk_mTurk_m Posts: 2Member

    @sledgeman: you are absolutely right, i hope the good guys behind the engine make something with build size

  • sledgemansledgeman Posts: 7Member

    I will keep an eye on the development of Godot 3.xx. Will see if there will be improvements in the near future...

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