Questions about WebGL's platform compatibility

Hey, so I’m working on a game that is currently using ASP.NET and Silverlight, but with Chrome’s removal of NPAPI, I’m thinking I’m going to try switching from Silverlight to something else (since my game won’t be able to run on Chrome anymore), and Unity seems to be the obvious answer. However as I’ve research Unity’s WebGL, I can’t seem to find a consensus as to which platforms it is compatible with. My game is not very graphic intensive (think Dominons 4), and most of my logic is done separate from whatever interface I choose to use.

I’ve heard that WebGL might not be compatible with IE11, certain versions of iOS, and I’m not certain about Chrome with the removal of NPAPI. I’d like my game to run on as many platforms as possible, including mobile devices. I know unity can access my asp.net web service, so I won’t have to switch the website portion of my game, but I want to make sure before I switch to Unity WebGL that it truly is compatible with most platforms. Honestly if someone could give me a concise list of all the platforms Unity WebGL should run on, that would be simply fantastic. Thanks!

Support for mobile platforms is super experimental at the moment, so count those right out (5.1 did just add touch support though).
I don’t know about IE11, but you need a very up-to-date browser in general to run Unity webGL projects, so this narrows your audience again.

However, the great thing about Unity is that in building your webGL version you can easily build standalone apps for all platforms, and compatibility with webGL will only continue to improve from here.

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Alright sounds great, thanks for the info! Based on that Unity sounds about right for me.

As @PlatformSix said, mobile is not currently supported for Unity WebGL (it may work well enough for some content on some high-end devices, but it is very much hit & miss at the moment).

Supported browsers are Chrome and Firefox on desktop OS. Also, Desktop Safari, with the limitation that you cannot use cursor lock or fullscreen mode. IE11 is not officially supported due to bad performance and lack of audio support - but Microsoft’s upcoming IE replacement browser called “Edge” will fix both of those issues.

I’d also like to add that Unreal’s HTML5 implementation has the same problems, so it’s not just Unity’s WebGL, its a browser issue.

I’d call it an ecosystem issue - the whole technology stack this is built on (WebGL, emscripten, asm.js, Unity’s WebGL implementation) is still pretty new and cutting edge, and simply has some ground it needs to cover yet. However, things are moving pretty fast, and into the right direction.

Jonas have you experienced this issue on Safari: http://fogbugz.unity3d.com/default.asp?693962_5sqkgvcgcadvahdj ? We’ve successfully deployed various webgl applications but cannot turn them on for Safari with this leak. It happens on all builds for us (even blank ones), but it doesn’t seem anyone else has experienced this issue? Are we crazy/doing something wrong?

No, I’ve never seen that (and I’m using Safari as my default browser myself). But I asked QA to try repro it again.