Does the WebGL output from Unity5 run on Safari and Chrome on iOS? The examples I’ve tried get an unspecified error when they try to load the page.
That’s nothing more than a javascript alert box - I believe you can manually go into the compiled script and remove it although I haven’t tried. Hitting OK causes it to continue. See my thread over here for details on what I needed to do to get it to run at all, but as a warning, I wasn’t able to get it to do much. I will try to get it to do more tonight and maybe get some kind of basic benchmark application written so I can get an idea of how much slower WebGL on iOS is than native on iOS and WebGL on desktop.
Thanks - we have hit OK and tried to keep loading. After a bit of loading it says “A problem occurred with this webpage so it was reloaded.” and tries again. Just loops like this. Looking for a small demo to see if that runs.
If you look at my thread that I linked to previously, I detailed what I did to get a WebGL build from Unity running on my iPhone 6+.
Mobile platforms are not supported for WebGL right now. Simple stuff usually kind of works when setting the memory usage low enough, but support on the platforms is not good enough yet for us to officially support it (which I am sure will change in the future).
Thanks for the reply. We work with both PlayCanvas and Unity and currently only our PlayCanvas products can run on mobile browsers which creates a bit of confusion for our customers.
Hi Jonas,
Anything new on that side ? I suppose it’s not easy to do but, may be an estimated availability date ?
I hope I can bring my client good news on that front.
No - a lot of this is really outside of our hands and requires technology to move forward - ie, phones having more memory, JS parsers becoming more efficient and/or moving to bytecode formats, etc. This will undoubtedly happen, but it may take a while, and is not something we can give a timeline on.