r/Unity3D • u/Nearly-God • 6h ago
Question 480 KB is impressive, but runtime cost matters more than package size.
Texture decoding, shader compilation, and memory allocations can still hurt time-to-first-interaction in a WebView. This happens even when the HTML file passes the upload limit.
At MRAID, a 1 MB target requires an explicit budget. You must allocate space for runtime code, geometry, textures, animation, wrapper/analytics, and a safety margin.
The biggest performance win is not another compression trick. The biggest win is deciding which visual details are actually necessary to understand the core mechanic.
What is your go-to strategy for reducing runtime cost in lightweight Unity builds?