At the moment I see some WebGL engines popping up here and there. I can grab any webgl solution and make something which is cross platform without much issues. From just api’s like ReactVR, Tree.js, A-Frame but also for instance PlayCanvas which has a complete webgl editor.
I’m not sure were Unity webgl is going as it’s slow, can’t run on mobiles and in huge in filesize. I know a lot of features aren’t webgl compatible yet and personally I don’t care about that at the moment. But what I do care is that there are solution that have a really steady webgl functionality, which is basic but is also really good.
Are there any updates / roadmaps of where Unity webgl is going? Can we see something similar as PlayCanvas in functionality and performance on all webgl supported devices? Because the current webgl solution is really an abomination compared to other solutions. I would be happy to see some dev love for webgl, it slowly rising and it’s far from perfect or widely useable.
You mean targeting the web? WebGL debuted in like 2011 I believe.
Personally I don’t feel like Unity is a good fit for the Internet. Builds are large and monolithic, and there seems to be push back asking typical Unity users to consider scaling back there vision even if it just means they have to settle for less high quality shadow mapping.
Anyway, I clicked the Sumerian link… and was treated to a slowly loading graphic barely passed the ‘fold’. Sorry, but a 3MB 2048x2048 image displayed at 235x235… yeah I don’t believe they’re serious…
JDMulti is absolutely right:
Unity progress on WebGL is = 0.
I can´t hear the excuses like “We have to wait for changes on the browsers side” anymore.
Playcanvas, Sketchfab and others simply show that this is wrong.
I´m sorry - but this is a shame and I am very dissapointed about that.
I´ve also been playing around with PlayCanvas but Sketchfab is my favourite when it comes to visual quality and especially plattform compatibility.