The Unity asset of teenager models works when I build/export locally (and put each teen model in its own empty gameObject). Yet, after publishing to either Glitch or by FTP to my personal server host, viewing the scene page doesn’t completely load. It runs through the sceneRoot.glb progress bar to completion, then remains a black screen with this error (image attached) in the browser console.
132.7 MB is most likely too large for the Glitch instance (we’ve seen random issues starting at ~50 MB but after optimizations on our end we got it to ~100 MB)
That being said it looks like the deployment itself worked for you - so the file size is not an issue -
but according to the error DRACO decoding fails (so some buffers would not be complete)
Locally, there’s no such thing as “too large” (or well, what you have there certainly isn’t) - some clients have 2 Gigabytes of (uncompressed) data running in browsers locally
Because it didn’t work during a day of development (no matter what I changed) then worked after no changes, it kind of sounds like a buffering issue on (both?) hosting providers. I’d drop it for now. I’ll let you know if it pops up again while DRACO encoding anything else. I’m now glad to know of the Glitch performance hit that could happen between ~50 MB & ~100 MB. I’ll watch for that. It might be good to document that for others.
We haven’t found strong numbers for what works/doesn’t work on Glitch unfortunately… I saw 100MB deploys succeed and 30MB deploys fail so far. But yes, we should document those rough limits better for sure