Tappy Chicken WebGL in Unity would cost ?

Unity is going to charge an extra $1500/ $75/month for export to WebGL.

https://www.unrealengine.com/html5/

How much would it cost per seat to deliver this to WebGL, Android and IOS when Unity Pro 5 drops?

It’s just a question…

$1500.

You literally answered your own question in the first line of your post.

So the Unity WebGL deployment product will be available for $1500 without selecting Unity Pro first?

The question if you notice lists “WebGL, Android and IOS”

As of writing I’m not aware Unity settled on a price for it. Last I checked they were still deciding.

IMHO it should be bundled with Unity without cost, since logically webplayer will stop working for the top 2 browsers soon. Going by that train of thought, it would seem that Unity doesn’t have web export any more, and therefore WebGL should be part of the baseline package.

They outright stated $1500 a while back.

/agree

Have read some of the blog and thread re: il2cpp

http://blogs.unity3d.com/2014/05/20/the-future-of-scripting-in-unity/
http://forum.unity3d.com/threads/247039-Official-The-collected-il2cpp-forum-topic

Interesting times ahead.

Wow, that would be great! WebGL by itself for $1500

Have a link to that?

Thanks

+1

They also stated it is easier to go down in price rather than up in price!

There will probably be a html5 free version IMO anyway based on the current models.

It would be nice to see html5 in Unity free.

Wonder how they’ll enforce the splash screen on html5.

What we have said is that pricing is still not decided.

IMHO: I am more interested that Unity3D WebGL will work fine and without loosing good webplayer features!
The price currently is a secondary problem :slight_smile:

Can you tell us more about features that matter for you ? Due to limitations of browsers, apis and just not having the freedom of a plug-in, right now complete feature parity isn’t possible.

Great to have confirmation that pricing is not confirmed. :stuck_out_tongue:

Thanks for the info Aras :smile:

Might be good for its own topic?

Working audio

Feature complete 2D e.g. physics, gui etc.

At least three.js quality graphics for 3D

Minification / obfuscation on build

I think we can put a checkmark next to all of these, with added disclaimer that Audio will not have feature parity with other build targets. We don’t have FMOD running in WebGL, due to performance constraints and missing thread support, so we use the Web Audio API instead. Initially, we will only support basic 3d positional audio using that, we might add support for some effects which are supported in Web Audio (like Reverb), later, but we probably won’t have full parity with the Unity 5 audio features on other platforms any time soon.

Audio: for us feature parity != important, just working without convoluted workarounds or fallback.

Look forward to seeing it.

Thanks for the responses from the Unity devs! … (and everyone else)

:sunglasses: