Heya, everyone. I have a conundrum I am trying to resolve with my team regarding Unity WebRTC, Render Streaming and WebGL with the connections happening with SocketIO.
We are building a project that features “cloud gaming” basically a server which will handle game logic and a unity instance handling HDRP graphics with Real Time Reflections will be posted on a Google Cloud Server with a GPU.
Our backend server will work with node.js + express, prisma, PostgreSQL and SocketIO
The Players will connect to 11 player lobby clones of this setup via WebGL, and are able to play normally, the graphics are streamed to the WebGL build and the Logic is handled by the server (since I want the WebGL build to be as light as possible, only relying on connection speed).
The problem I am encountering is that Neither UnityRenderStreaming, nor WebRTC support WebGL and I was not able to build nor would my tests work.
What I have understood and developed is a jslib that runs everything in javascript and is being referenced by C# in the controller script (I have done that for WebRTC only up till now). What I am stuck on is how to render the stream of the unity instance on the cloud to the player as I can get connections but no video playback.
Now why would you want to stream it to the player via WebGL you may ask and not install the game to their machine/android device in order to save this issue?
Sadly the game must be made on WebGL platform as the leader of the team wants it to be available on any supported browser, and to have no control over the executables, apks, etc.
I would love to discuss this issue with you guys in order to resolve it, since it is an interesting concept and I would like to see it made (Streaming RTX Graphics on WebGL with minimal hardware impact to player sounds fun as heck)
Thanks from beforehand for reading through this, and for any help whatsoever