we do a lot of heavy calculations in our app through burst, and so webgl is nearly 10x slower than a desktop platform, leading to sometimes minutes-long load times. It’s the only thing stopping us deploying from web - which is a great platform for reach and virality
It would be perfect for Unity to support its technology on all the platforms it supports, as devs may work on different platforms. Using the same technology stack can help studios cut costs effectively
I’m working on WebXR package, lots of data(poses, matrices…) is being copy from JS to Unity.
I guess using NativeArray and informing the compiler how it is being use would improve runtime performance.
Also using glTFast to load controllers models based on device on runtime. glTFast already uses Burst, so I guess it’ll be just like turning the “make fast” switch for it.
This is probably many months / years away from being a reality, but I agree that Unity supporting Burst / DOTS with new Unity 6 multi threading / webGPU would be very awesome
I know unity web team has a lot on plate right now with new 6 update / WebGPU, but implementing Burst with the new multi threading features would solve so many problems for web games.
I am also using glTFast on webgl. Maybe they need a glTSlow version?!
But seriously will it run as well as a non-Burst/DOTs version or it could end up slower because of the focus on that for speed?