Ben here, the Product Manager looking after Unity Web (yes, we are no longer called WebGL!). For those of you that attended our talk at Unite, it was lovely meeting you and discussing your projects! For those that weren’t able to make it, we’ve just posted a new blog covering some of the new features you can use now, as well as things coming soon to Unity Web.
Have questions about any of the topics discussed in the blog? Post them here! General thoughts about the future of Unity Web? Let them rip! We’d love to hear from you.
Thanks! Can this be pinned? Also, do you mind if we tag you for questions about the roadmap or list of features for each LTS (like it was done in the past?)
btw.
that blog link goes through some google redirect,
and maybe not good idea to run 3 webgl builds at the same time? (on that blog post page)
and loud music automatically plays, bad if had headphones on with high volume…
In our company, we develop 3D viewers and other applications for multiple clients, and there is an increasing demand for these to be accessible via the Web, without the need to download and install apps through the stores, yet always ensuring compatibility with mobile devices.
I find Unity to be an excellent development engine, but its WebGL versions have always been problematic, with multiple errors depending on the project. While on other platforms, when we encounter bugs, we search for solutions and fix them, and they work, in WebGL, it seems more random. For example, clicking a button might work once, but not when you try a second time, and you might encounter various types of errors…
It has become crucial for us to be able to perform WebGL compilations, being confident that they will work (at least on decent devices, but nowadays many compilations fail despite being on the latest Apple or Android devices).
Does this mean that you will provide stable support for WebGL in Unity 6 builds? Will it properly implement, for instance, the previous issues where the TextMeshPro input field does not open the keyboard on mobile?
While we know that Unity sometimes has very large and impactful components like “VFX Graph” and others, we think it would be more important to achieve stable WebGL versions, even if they do not allow certain components, and from there, look into implementing improvements and new components.
Finally, I’d like to mention that we have also been following WebGPU, but we believe that being a technology still in development, it won’t be functional for the masses in the short or medium term.
Hi. I would like official to keep optimize the web runtime to make it support low end mobile phone as much as possible that reaching same level of cocos game engine mobile platform support. One more thing is I would like official to make it support unity ecs by default that able to support entities graphics that the project created using entities graphics also can support and render properly at web runtime.
Hi it’s not clear why mobile is now being supported apart from some minor mentions of smaller build size. Is it just the case that phones are more powerful now and so can run what they struggled to before or you have significantly changed something?
Hey Andy, the WebGPU builds won’t work on Firefox right now because Chrome is the only browser who has shipped WebGPU support in the production browser. Firefox is coming very soon.
We’ve changed it now to be links out to the WebGPU builds instead of loading them all at once (as you would imagine, this gave mobile users issues since WebGPU is not available on mobile yet)
That announcement came with a lot of promotion of Facebook “instant games”. I don’t know anyone who play games on Facebook anymore. Is this actually still a thing?
I am very happy to see these improvement to the Web platform, especially the 4GB ram support since our application loads a lot of data and fragments memory relatively quick. Also a big plus for exception support without the performance overhead.
With Unity 6 actively supporting mobile (cross platform), it would be nice to have a build option to compress textures for multiple platforms at once, and in one build.
This way developers don’t have to choose between multiple builds (inefficient workaround) or optimizing memory for a single platform.