Testing Unity's WebGL capabilities for different versions and platforms
Version | Size | Link |
---|---|---|
2018.2.3f1 | 2.97 MB (3,121,037 bytes) | https://deml.io/experiments/unity-webgl/2018.2.3f1/ |
2019.3.0f6 | 3.28 MB (3,448,034 bytes) | https://deml.io/experiments/unity-webgl/2019.3.0f6/ |
2020.0.1f1 | 2.86 MB (3,007,240 bytes) | https://deml.io/experiments/unity-webgl/2020.1.0f1/ |
2020.2.0b11 | 2.85 MB (2,993,598 bytes) | https://deml.io/experiments/unity-webgl/2020.2.0b11/ |
Platform | Chrome | Firefox | Safari | Edge | Internet Explorer |
---|---|---|---|---|---|
Windows 10 | ✔️ | ✔️ | ➖ | ✔️ | ❌ |
Mac | ✔️ | ✔️ | ✔️ | ✔️ | ➖ |
Android | ✔️ | ❌ | ➖ | ❌ | ➖ |
iOS | ✔️ | ✔️ | ✔️ | ✔️ | ➖ |
- Physics
- GPU Instancing for materials
- Shadows
- Brotli Compression
- The server is configured to support wasm streaming and brotli compression, see .htaccess 2020 .htaccess 2019
- In order to get rid of the warning on iOS it is removed in a post process build step (File)
- You might need to reload the page on iOS when running the first time
- This is a very small example. When building larger WebGL applications, you might run into problems with memory or compile errors. I recommend to build from the start and very often, to catch the changes that create those problems.
- If you want to have the smallest file size possible, take a look at Project Tiny or web-specific libraries like Three.js.
For further information check out the forum-thread.