There are some common steps you need to repeat whenever you make Unity WebGL build or if you want to convert your project into WebGL. Beware I am not using Unity 2020.
Learn more: Unity WebGL Technical Breakdown
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There are some common steps you need to repeat whenever you make Unity WebGL build or if you want to convert your project into WebGL. Beware I am not using Unity 2020.
Learn more: Unity WebGL Technical Breakdown
Unity support dozen of platform for application deployment and
one of them is WebGL. WebGL allows you to run your content on a web.
Technically, WebGL is an API that renders graphics in web browser. Currently, it has two supported version of
WebGL 1.0 and 2.0. Remember WebGL 1.0 roughly matches the functionally of OpenGL
ES 2.0 while WebGL 2.0 roughly matches the functionally of OpenGL ES 3.0.
Figure 1 Unity WebGL consist of these components.
Unity render streaming is one of the packages/or a solution that allows HD rendering via a browser. For more clarification of the concept of render streaming, see the below video. Here you can watch that how we can access HD content into different devices (laptop, tablet or even mobile) via a URL. Remember, the processing will take place on one high-end PC while the different devices can get video streaming/audio or even get a remote control of the player.
This streaming solution work on top of WebRTC. WebRTC is a free and open-source project that allows RTC (real-time communication) between web and mobile applications. Luckily unity also provides its own render streaming platform called Furioos.
A common question asked several times about unity post-processing and WebGL, why post-processing is not working on my browser or some of post-processing features are not working in browser: The reason is that post-processing works with WebGL 2 (Unity Forum). Unity WebGL Post processing doesn't work on WebGL1. If your browser and GPU support WebGL 2.0 then PPS (Post Processing stack) should work within your browser. Unity Support graphics API WebGL 1 and WebGL 2 and if Graphic API settings are set to auto then WebGL 2 will try to run first (if supported in the browser) :
using UnityEngine; using System.Collections; public class MyCustomScript : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { } }