![]() The few improvements Unity could make to WebGL support and performance at this point would be rather unremarkable and in investment in legacy technology. Most of the limitations Unity has with WebGL are limitations in WebGL standard itself and/or lack of browser support for WebGL features. I'm more looking for advances in WASM/WebAssembly on browsers, like SIMD and better threads support, as I find it as a harder to challenge bottleneck right bad news: WebGL is dead -it's an API that's been stagnant and neglected for nearly a decade, which is outside of the control of Unity. But loading times, as much as you can optimize data loadings, the wasm file still can get really big very fast. Personally I prefer Unity even for web projects, as it's faster to develop with all the editor tools and ready made assets. ![]() So it all comes to pros and cons in each choice. I don't know about engines for web that have all the assets and tools that Unity has. Regarding using different engines, Unity wasn't built for web, and if you are web only an engine that was built for web might be better, but it all depends on your use cases. It'll take long time until most of the browsers and devices would support WebGPU (it only got to latest desktop chrome for origin trial).Īnd Apple only now got to support WebGL2 on iOS 15. WebGPU should give a great boost in performance. WebGL is a graphic API for the web, WebGPU is also a graphic API for the web, using one or the other shouldn't change build size significantly. and no need to install crappy apps on stores and give them full access to your datas, a web browser cannot save or access your datas without a clear save or upload from your side, you don't need an apple license developper and in one build you have iOS/Android/PC/MAC. I think to museums, little apps like A/R, apps including youtube videos etc. For games, surely native if more suitable, but if you want something more like an web-app, Unity is THE thing to use. How many years did it take for a human to learn to walk ? WebGL is like that, it needs more than just including things, you need to link them inside the browser, but when it works, is worth the brain-sweating time. I agree that is more complicated than native app but it works if you know what to do and how to do it. I love send small buffers of datas to unity, render unity above a html canvas with transparency, or use lightbox to make a youtube player with just 1 or 2 js files to include. And I repeat, you can interact with the web browser, that is really amazing. Really, Unity is so easy to use instead of 3.js, you have occluder, navmesh, tons of shader etc. And the best is no need to ask users to update, you update and then they get the changes at next visit. I got all of that working within days scratching my head (of course) but it's working ! URP on webGL is running like a charm even on old phones, is completely WYSIWYG. No need plugins to include in your assets, to have a youtube player, nor for A//R (using ar.js and I'm not talking of ARplugin.js for unity), nor for multitouch. ![]() WebGL needs more attention, but it works great. So, the next step is to be asking Unity about their WebGPU roadmap, which people are already doing and getting responses from Unity developers in this currently 10 page thread: They have some performance tests / results: You can also see Babylon.js already has a partial implementation of the WebGPU draft spec implemented and working with Chrome Canary on Windows and MacOS. You can find more info about the WebGPU draft standard and browser implementation status here: You can think of WebGL to WebGPU as similar to OpenGL is to Vulkan or DirectX11 is to DirectX12, (though WebGL has always been the most crippled of the bunch.) So, there are very significant performance benefits and much better feature support as well. T he good news: WebGPU will soon take its place and provides a great foundation for graphics and GPU compute on the web. So, forget WebGL, it's at the end of the road. Bad news: WebGL is dead -it's an API that's been stagnant and neglected for nearly a decade, which is outside of the control of Unity. ![]()
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