If anyone can help with this it would be much appreciated. This isn't technically a game, it's made in Unity (with Adventure Creator) as more of a presentation tool but I'm having problems with memory limits. This is the entirety of the project:
All of these characters have idle animations that are playing as it starts. Clicking (or tapping) on a character gives you their name, again and you see a few text boxes giving a brief description of them. It didn't occur to me something so simple, in my limited knowledge, would be so seemingly difficult to run. As a WebGL it exceeds memory limitations, I upped it to 512 (which it recommends against) but this hasn't been enough. As an Android app it doesn't run on my older phone, it does run through Bluestacks for whatever that's worth. The WebGL file is about 90 MB, the APK. is 104 MB. If anyone has any optimization tips please let me know, frankly I barely know what I'm doing.
Are the animations done as multiple sprites? Because it sounds like you're hitting VRAM limits, and every animation frame would be loaded as a seperate image.
There's not really a 'nice' fix for that that isn't going to involve non-trivial work on your end, but on the offchance you're just using poorly optimised .PNGs, have you tried something like PNG gauntlet to really whittle those files down?
Because the alternative is going to be something a lot less appealing, like completely redesigning the sprites to reduce their size and share components, or redoing all of your animations in-engine rather than as seperate images.