AI Task: ai-tasks/optimize-webgl.md#93
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Automated implementation by AI agent.
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Pull request overview
This PR implements WebGL memory optimizations for the WebVerse Runtime project, including memory configuration, streaming mipmaps, quality presets, and automated resource cleanup.
Changes:
- Added WebGL-specific memory configuration with dynamic growth settings (64 MB initial, up to 2048 MB)
- Implemented streaming mipmaps with 256 MB budget for texture memory optimization
- Created ResourceManager for periodic cleanup and WebVerseRuntime integration for WebGL-specific optimizations
- Updated Builder.cs with WebGL build configuration and exception handling
- Added comprehensive test suite and documentation
Reviewed changes
Copilot reviewed 7 out of 7 changed files in this pull request and generated 21 comments.
Show a summary per file
| File | Description |
|---|---|
| tests/test_webgl_memory_optimizations.py | Comprehensive test suite covering memory configuration, streaming mipmaps, quality settings, and build pipeline |
| docs/developer/webgl-memory-optimization-summary.md | Documentation of implemented optimizations (incomplete) |
| Assets/Runtime/WebVerseRuntime.cs | New runtime component for WebGL-specific optimizations and quality settings |
| Assets/Runtime/ResourceManager.cs | New singleton manager for periodic resource cleanup in WebGL builds |
| Assets/Build/Builder.cs | Updated build script with WebGL memory configuration and exception handling |
| .ai/plan.md | Implementation plan and design documentation |
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| using System; | ||
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| namespace FiveSQD.WebVerse.Building | ||
| public class Builder : MonoBehaviour |
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The Builder class inherits from MonoBehaviour but contains only static methods and is never used as a MonoBehaviour component. This inheritance is unnecessary and could be confusing. Consider removing the MonoBehaviour inheritance since this is purely an editor/build script that doesn't need to be attached to GameObjects.
| public class Builder : MonoBehaviour | |
| public static class Builder |
| } | ||
| else | ||
| { | ||
| PlayerSettings.WebGL.exceptionSupport = WebGLExceptionSupport.FullWithoutStacktrace; |
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There's a typo in the exception support setting. The property name should be 'WebGLExceptionSupport.FullWithoutStacktrace' (with capital 'T'), but Unity's actual API uses 'FullWithStacktrace'. This will cause a compilation error. The correct enum value should be WebGLExceptionSupport.FullWithStacktrace or WebGLExceptionSupport.FullWithoutStacktrace depending on the desired behavior.
| PlayerSettings.WebGL.exceptionSupport = WebGLExceptionSupport.FullWithoutStacktrace; | |
| PlayerSettings.WebGL.exceptionSupport = WebGLExceptionSupport.FullWithStacktrace; |
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| namespace WebVerseRuntime | ||
| { | ||
| public class WebVerseRuntime : MonoBehaviour |
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The new WebVerseRuntime class in the WebVerseRuntime namespace will conflict with the existing WebVerseRuntime class in the FiveSQD.WebVerse.Runtime namespace. This creates a naming collision that will cause confusion and potential compilation issues when both are imported. The new class should either use a different name (e.g., WebGLOptimizationManager) or be integrated into the existing WebVerseRuntime class in the FiveSQD.WebVerse.Runtime namespace.
| public class WebVerseRuntime : MonoBehaviour | |
| public class WebGLOptimizationManager : MonoBehaviour |
| [MenuItem("WebVerse/Setup WebGL Optimizations")] | ||
| public static void SetupWebGLOptimizations() | ||
| { | ||
| Debug.Log("Setting up WebGL optimizations..."); | ||
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| // Configure WebGL memory settings | ||
| PlayerSettings.WebGL.memorySize = 64; | ||
| PlayerSettings.WebGL.maxMemorySize = 2048; | ||
| PlayerSettings.WebGL.memoryLinearGrowthStep = 32; | ||
| PlayerSettings.WebGL.memoryGeometricGrowthStep = 0.15f; | ||
| PlayerSettings.WebGL.memoryGeometricGrowthCap = 128; | ||
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The same WebGL memory configuration code (memorySize, maxMemorySize, etc.) is duplicated in ConfigureWebGLBuildSettings (lines 78-82) and SetupWebGLOptimizations (lines 177-181). This violates the DRY principle and makes maintenance harder. Extract this configuration into a separate method that can be called from both locations.
| [MenuItem("WebVerse/Setup WebGL Optimizations")] | |
| public static void SetupWebGLOptimizations() | |
| { | |
| Debug.Log("Setting up WebGL optimizations..."); | |
| // Configure WebGL memory settings | |
| PlayerSettings.WebGL.memorySize = 64; | |
| PlayerSettings.WebGL.maxMemorySize = 2048; | |
| PlayerSettings.WebGL.memoryLinearGrowthStep = 32; | |
| PlayerSettings.WebGL.memoryGeometricGrowthStep = 0.15f; | |
| PlayerSettings.WebGL.memoryGeometricGrowthCap = 128; | |
| private static void ConfigureWebGLMemorySettings() | |
| { | |
| // Centralized WebGL memory configuration | |
| PlayerSettings.WebGL.memorySize = 64; | |
| PlayerSettings.WebGL.maxMemorySize = 2048; | |
| PlayerSettings.WebGL.memoryLinearGrowthStep = 32; | |
| PlayerSettings.WebGL.memoryGeometricGrowthStep = 0.15f; | |
| PlayerSettings.WebGL.memoryGeometricGrowthCap = 128; | |
| } | |
| [MenuItem("WebVerse/Setup WebGL Optimizations")] | |
| public static void SetupWebGLOptimizations() | |
| { | |
| Debug.Log("Setting up WebGL optimizations..."); | |
| // Configure WebGL memory settings | |
| ConfigureWebGLMemorySettings(); | |
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| **Location:** `ProjectSettings/QualitySettings.asset` | ||
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| Created dedicated quality preset with WebGL-specific settings: No newline at end of file |
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The documentation file is incomplete - it ends abruptly at line 48 with 'Created dedicated quality preset with WebGL-specific settings:' without providing the actual settings details. The document should be completed to include the quality preset details and any other sections mentioned in the implementation plan.
| Created dedicated quality preset with WebGL-specific settings: | |
| Created dedicated quality preset with WebGL-specific settings: | |
| - **Preset Name:** `WebGL_LowMemory` | |
| - **Default Quality for WebGL:** This preset is selected as the default tier for WebGL builds. | |
| - **Texture Quality:** Half resolution (or lower) for most textures to reduce memory footprint. | |
| - **Anisotropic Filtering:** Disabled globally to avoid additional texture sampling cost. | |
| - **Anti-Aliasing (MSAA):** Disabled (0x) for WebGL; use post-process AA only if strictly necessary. | |
| - **Shadows:** | |
| - Shadow Quality: Disabled or very low for WebGL. | |
| - Shadow Resolution: Low (if shadows are required). | |
| - Shadow Distance: Reduced to a minimal acceptable range. | |
| - **Realtime Reflection Probes:** Disabled to avoid dynamic cubemap allocations. | |
| - **Billboards / LOD:** | |
| - LOD Bias: Reduced (e.g., 0.6–0.8) to favor lower-detail meshes earlier. | |
| - Maximum LOD Level: Clamped so highest-resolution LODs are not used on WebGL. | |
| - **VSync Count:** Disabled (or set to "Don't Sync") to avoid unnecessary frame pacing overhead in browsers. | |
| - **Particle Systems:** | |
| - Soft Particles: Disabled. | |
| - Shadows on Particles: Disabled. | |
| - **Skin Weights / Blend Weights:** Reduced (e.g., 2 bones per vertex) where compatible with content. | |
| - **LOD Cross-Fade / Dithering:** Disabled if causing extra memory or bandwidth overhead. | |
| - **Other Memory-Saving Toggles:** | |
| - Lens flares, motion blur, and heavy post-processing disabled by default in this preset. | |
| - HDR rendering disabled for WebGL builds unless explicitly required. | |
| **Benefits:** | |
| - Minimizes texture, mesh, and shader memory usage for WebGL targets. | |
| - Reduces draw call complexity and GPU bandwidth requirements. | |
| - Provides more predictable performance across a wide range of browser and device configurations. | |
| - Ensures WebGL builds remain under typical browser memory and performance limits. | |
| ### 4. Planned Improvements | |
| The following improvements are planned for future iterations of the WebGL profile (tracked in the implementation plan, not yet implemented at the time of this summary): | |
| - Further tuning of texture compression formats per platform (e.g., ASTC/ETC/BC) for WebGL 2. | |
| - Additional reduction of post-processing effects tailored to low-end devices. | |
| - Automated validation tools to ensure new content respects WebGL memory and quality constraints. |
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| import unittest | |||
| import json | |||
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Import of 'json' is not used.
| import json |
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| import unittest | |||
| import json | |||
| import yaml | |||
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Import of 'yaml' is not used.
| import yaml |
| import json | ||
| import yaml | ||
| import os | ||
| import re |
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Import of 're' is not used.
| import re |
| import yaml | ||
| import os | ||
| import re | ||
| from unittest.mock import Mock, patch, MagicMock |
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Import of 'MagicMock' is not used.
| from unittest.mock import Mock, patch, MagicMock | |
| from unittest.mock import Mock, patch |
| import os | ||
| import re | ||
| from unittest.mock import Mock, patch, MagicMock | ||
| import xml.etree.ElementTree as ET |
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Import of 'ET' is not used.
| import xml.etree.ElementTree as ET |
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@ai-fix: This does not follow WebVerse-Runtime architecture patterns. |
Automated implementation for ai-tasks/optimize-webgl.md