its only that type of device that has this issue, they did a speed test and had a good result
the project is 23mb when i look at the published list, im not sure if thats the pre load that you mean, we have set the textures to not pre load.
Yes, exactly, so from what I see you have about 50MB of data (edit: as yaustar pointed out, it’s 21MB when compressed and downloaded), which can be a lot in slower connections.
But what makes it quite slow is the huge number of assets that are preloading, that translates in about 600 http requests. Browsers can download those resources simultaneously only in small batches of 6-7 requests, that means it’s going to take a while to download all of them.
I’d suggest if you are able to lower the number of unique assets, eg sprites/2D graphics can be added to the same sprite atlas.
And consider downloading some assets at a later time, when they are needed in scene, by setting their preload flag to false.
thanks for explaining about the pre load and how to see it.
we have all textures and materials set to not pre load (except UI), but we have not set any meshes to not pre load.
but pretty much all of them are in the first scene.
do you think that setting the meshes as well to not pre load (or a selection of the smaller assets) would help?
Looking at the published build link, 21 MB is downloaded during the preload step with 540 ish requests which is a lot as Leonidas has mentioned.
Judging from the asset names, you may want to consider loading the larger pieces of geometry first (building, skybox) and when the user is actually in the scene and can see the building, load all the interior assets (models and textures) gradually.
This would lead into models ‘popping’ into the scene so you may want to consider using some placeholder (eg a cube/sphere) to show that things are still being loaded.
I’m also wondering if merging some of the models together so that it is a single model asset would be better than having 100 separate model assets for the outside view. That would greatly reduce the number of HTTP requests for the build for example.
I would also look at loading as little as you can at the preload step. Usually developers aim for around 4MB and have a secondary loading screen once there is something interactive for the users to do.