I’d like to stream specific objects (meshes & their corresponding textures) of a HTML packaged game/application. e.g. - say, a simple game consists of 10 buildings and 4 roads, and a user walking down a road. Can one stream, say 3 buildings and one road initially - in the game only these objects are initially visible to the user. As the user walks further, other buildings & roads start becoming visible and those are then streamed.
For a game/application of several 100 MBs in size, this will be an essential requirement, as users may not want to download the entire HTML5 package. Especially, when browsing from phones/tablets over wireless networks.
Does one have any control over specific parts of the Javascript files of a HTML5 build? Is there any documentation of the HTML5 package architecture?
Hi interceptor,
Have you checked out , is this similar to what you are looking for?
If you are trying to procedurally generate content or stream in levels, this should definitely be feasible.
Hi - thanks for your response. From what I could see, is just a HTML packaged build, that has to be downloaded by a browser entirely before bring played?
What I am trying to achieve is “streaming the game content”. You could think of it as a client server architecture.
Essentially:
-
The browser downloads the initial part of a game/app (e.g. the HTML packaged Engine, and a minimal starting scene of say, a few meshes) from the sever.
-
As the game progresses, other meshes (.uassets?) are streamed to the browser, by the server, and are then rendered.
The reason for asking this is: if the game is very large (say 200 - 300 MB), it will be inconvenient to wait for the entire game to be first downloaded (especially over mobile wireless networks) and the played out.
In summary - can you package the HTML game/app an a client-server architecture, where .uassets are streamed from the server to the client? The client runs on browsers, while the server on a dedicated PC.
Thanks again!
does the following thread help you:
also, to help break up the game – make sure you also have “download maps on the fly” enabled.
when packaging with UE4 Editor, it is found in:
- project settings → platforms → HTML5
- under the packaging section
for testing with UE4 Frontend, it is found in:
- Deploy, set to File server
- select “HTML5” from drop down menu
- and under Advanced Settings, check box the Streaming server option
the following post looks useful:
with those two features (async loading and download maps on the fly) – you should be able to make smaller startup sizes.
Hi,
Can this also work for Android Daydream ?
I want my game to dynamically load assets, maps and levels and compile for HTML5 and Daydream…
another: It’s not possible to enable VR in HTML5 right ?
Thanks
Thanks, that did help a bit. Still looking into it and will post if I have more Qs.