I’m new to Playcanvas. These projects are the same Virtual Exhibit with just different controls (mobile and desktop). It’s working on Windows and Android. I asked someone to test these on their apple devices, it does not work.
Both projects are quite impossible to run in any device apart from high end GPUs with lots of video memory. Attached a screengrab from the profiler, you need to optimize your textures and compress them the least.
Study the following section on the manual, it provides useful info on that:
Thank you so much. Another question, what kind of compression should I use if I’ll be targeting all devices? Should I just check them all then compress?
Compressing the textures may not be enough, you need to make sure that your app doesn’t consume too much memory. The OS on mobile devices is quite strict on how much memory it allows for each browser tab, from my experience it can be as low as 200-250MB especially on lower end devices.
You can use the profiler, scroll down to the bottom, to find how much memory your app uses:
If you use more, then the direct outcome is the browser will “kill” the tab and the page will crash much like your screen grab.