I was wondering when WebGL will be fully-supported in Unity 5 (Not Preview), and if it will ever support Internet Explorer?
I am wondering the same
As mentioned in http://blogs.unity3d.com/2015/06/18/webgl-webassembly-and-feature-roadmap/ we and the browsers have still a way to go before we can remove the preview label from it. There is no set schedule set for this but we working with the various browser vendors to push the WebGL environment forward.
IE will (most likely) never support it since MS stopped developing it. The new Edge runs it pretty well already though.
See Bringing Asm.js to Chakra and Microsoft Edge - Microsoft Edge Blog
I can see Sketchfab or PlayCanvas running WebGL sites with physics, realtime shadwows, PBR, post effects like bloom or AA that run cross-platform on all major devices (Chrome, Firefox, Safari, (Edge?) on PC/Mac, Android, iOS).
I am absolutely no expert on this, but I don´t understand why “browsers have a long way to go”.
So my assumption for backwards compatibility with Internet Explorer users is to use the WebPlayer build? My only worries with that is I feel as Unity continues on with WebGL they’ll eventually deprecate that build option, kind of like what was done with Flash, in favor of WebGL. Are there any comparison statistics on the number of users of the different browsers that run Unity games?
Cascho01, can show a some examples?
I don’t have any concrete numbers to share but in western countries the webplayer browser numbers sort of align with the normal website statistics you can google.
In Asia, especially China old IE versions are very widely used. Same applies to Russia to some extent.
Unity is quite a different beast to run in JS. Sketchfab is basically a really nice model viewer and PlayCanvas is built up from the ground to be an HTML5 engine which makes it a bit easier for them compared to us and I believe we offer a bigger feature set overall.