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loading “silk-brush” take a long time , several mins #219

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dingsing2021 opened this issue Aug 1, 2022 · 4 comments
Open

loading “silk-brush” take a long time , several mins #219

dingsing2021 opened this issue Aug 1, 2022 · 4 comments
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hvr Issues affecting only the HVR builds

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@dingsing2021
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Configuration

Wolvic version: 1.0.1
Wolvic build ID:

Hardware: huawei vr glass 6dof

Steps to Reproduce

  1. open wolvic 6dof
    2.enter :https://msub2.github.io/silk-brush/

Current Behavior

take a long time to be loading, several mins

Expected Behavior

loading time should be seconds

Possible Solution

Context

Error Logs and Stack Traces

@svillar svillar added the hvr Issues affecting only the HVR builds label Aug 1, 2022
@svillar
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svillar commented Aug 1, 2022

Seems an specific HVR issue as it does not happen on Quest2

@msub2
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msub2 commented Aug 1, 2022

I'm the developer that made Silk Brush. The initial download of Silk Brush is slightly over 100 MB, most of it being the WASM blob from Unity, so that might also have something to do with it.

@svillar
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svillar commented Aug 1, 2022

I'm the developer that made Silk Brush. The initial download of Silk Brush is slightly over 100 MB, most of it being the WASM blob from Unity, so that might also have something to do with it.

Yeah, I noticed it download a lot of data. Quest2 is capable of dealing with that, but perhaps that is not the case with a Huawei phone. Is there any possibility to somehow split the resources? You mentioned that most of it is the wasm blob from Unity so I guess it isn't... ?

@msub2
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msub2 commented Aug 1, 2022

I'm the developer that made Silk Brush. The initial download of Silk Brush is slightly over 100 MB, most of it being the WASM blob from Unity, so that might also have something to do with it.

Yeah, I noticed it download a lot of data. Quest2 is capable of dealing with that, but perhaps that is not the case with a Huawei phone. Is there any possibility to somehow split the resources? You mentioned that most of it is the wasm blob from Unity so I guess it isn't... ?

I'm honestly not entirely sure at the moment, it became too much of a hassle to keep developing (lots of stuff from the original Tilt Brush source code doesn't play as nicely with WebGL and compilation times are unreasonably high) so I haven't come back to the project in some time. It's possible I could separate out some of the resources into assetbundles, but I'd need to spend a day with it to see how much that would actually help.

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Labels
hvr Issues affecting only the HVR builds
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