Unity3D WebGL examples for low-ish poly?

I am creating an online multiplayer, so most of the logic/collision detection etc will be on the server side and i won’t be making much use of physics (it won’t be a life-like game… its a little more on the cartoony side), so am wondering if it’s worth the extra overhead of a fully-fledged game engine such as Unity3D over something such like three.js. So far, the only examples of Unity WebGL I can find are things like angry bots and deadtrigger 2, which both have pretty bad FPS and high loading times… Are there any examples of unity3D webgl games around which are less demanding on the CPU?

Also, if I don’t use an entire module such as physics or collision detection, will they get included in the final export package? Or will the entire game engine just be exported as one monolithic entity? If so, how big is it?

If it isn’t too bad then I’d prefer Unity incase I want to port it to mobile at some point.

Any help much appreciated :slight_smile:

You can try my game at www.kogama.com. We are using some of the physics of Unity, but generally we have optimized a lot. Unity does strip away a lot of code, but the resulting builds are still too big imho.

Unity is generally awesome but I think something like WebGL is sub optimal in Unity, simply because Unity can do so much. That is problematic when you really want to do a build which is less than 3 mbs.

I also think that it is worth pointing out that you might be able to run at least web assembly relatively smoothly on mobile phones. So you could potentially do a browser based mobile version. If you for what ever reason wants to have an app you could simply use a webview and wrap your browser version within an app. If you are pursuing something like that, then I think you should not use Unity, as it does not appear to be likely that Unity WebGL will be mobile friendly any time soon.