Quick answer: Move non-launch content to remote Addressables hosted on a CDN so the initial .data file holds only the boot scene, and stream the rest on demand in the browser.
A WebGL .data file bundles everything in the build, and the browser fetches it all before play. For a large game that is a long wait on a slow connection. Hosting later content as remote Addressables keeps the initial download small.
How to fix it
1. Trim the build to launch content
Mark all but the first scene and its essentials as Addressables so they leave the .data file, which then only needs to load the boot scene.
2. Host content remotely
Build remote Addressables to a CDN and configure the remote load path so the browser fetches additional content over the network as needed.
3. Load on demand with progress
Use Addressables.LoadSceneAsync and dependency downloads to stream later content while showing progress, instead of front-loading everything into the .data file.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every HTML5 error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.