Hi Jonas/ Unity, I was wondering whether you have an approximate idea on when webGL will likely exit preview and be ‘production ready’? Is it more like a few months or half a year or so on? I’m not looking for a promise, just a rough idea so I can plan a bit better.
Yep , that can be a good info for us.
I have lost 40% of players on my game (thank google …).
Also photon are waiting a stable version of webgl in order to release the photn webgl if i remember as well.
There’s more than just the issue of stability though… WebGL is actually already fairly stable. The big issue imho is the lack of browser support, which until WebAudio is suppored across all browsers will be an issue. Even Project Spartan doesn’t support it yet.
The thing is that we are trapped.
Google have removed the web player support (i know we can bypass it) and we don’t have any other solutions aside to wait the webgl to be ready and smooth.
The actual webgl is maybe good for small project without multiplayer but some networking developer are awaiting a stable version in order to release a correct network solution.
A lot of user are losing a lot of money because google have removed the web player (around 50% in less).
None actually. My asset uses the exact same code for WebGL as it does 64-bit iOS (IL2CPP), but IL2CPP does still have some bugs in general and they’re not limited to WebGL. That being said, I guess I haven’t messed with WebGL with anything heavy enough to see any real issues.
The build process is still pretty unstable though… it’s taken me a long time to find settings that will even complete a build and actually load in a browser. Stripping doesn’t always work, I’ve never gotten a build to work without specifying .NET 2.0 Subset, and sometimes my builds won’t play without disabling exceptions, or in some cases I need to enable exceptions (even though no exceptions occur at play time). I couldn’t even make a blank scene compile in the 4.1 beta or the latest patch release. Not to mention the current chrome build cannot play WebGL builds at all due to a bug. So I’m not sure it’s ready for production.
I’ve not had any actual build issues for a long time. Stripping is touchy as it’s kind of all or nothing. My issues generally come when trying to run my WebGL scenes as Firefox randomly tells me there’s not enough memory.
It is difficult for us to predict a timeline for “WebGL to be production ready”, because there are many factors.
Being production ready depends a lot on what you want to do. There are a lot of smaller games you can make which are totally feasible to do with Unity WebGL right now, and run well, so by that definition it is “production ready”.
There is the issue of bugs in both WebGL and IL2CPP, which we are making good progress on. 5.1 (currently in beta for all Pro users) will already be in a much better state wrt bugs then 5.0.
For bigger content it is likely to run into scalability issues with the browser right now. Memory usage during JS parsing is a big one. This is largely out of our hands - I expect that browser makers will make good progress towards improving this over the next year or two, but it is not something we can give a timeline on.
Thanks for the answer, Jonas. We all need/want/await the Webgl to become better for big games as well, for us, especially games which are able to stream content, work with networking and will work without lagging on 64bit Chrome (win 7) in my case.