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Unity WebGL platform and version comparisons with a lot of nice extras

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Unity WebGL Loading Test

Preview

Tested up to Unity 2020.2

Testing Unity's WebGL capabilities for different versions and platforms

Live Demos

Version Size Link
2019.3.0f6 3.28 MB https://deml.io/experiments/unity-webgl/2019.3.0f6/
2020.1.0f1 2.86 MB https://deml.io/experiments/unity-webgl/2020.1.0f1/
2020.2.0f1 2.82 MB https://deml.io/experiments/unity-webgl/2020.2.0f1/
2020.2.0f1 URP 5.27 MB https://deml.io/experiments/unity-webgl/2020.2.0f1-urp/
2020.3.0f1 2.83 MB https://deml.io/experiments/unity-webgl/2020.3.0f1/
2020.3.0f1 URP 5.27 MB https://deml.io/experiments/unity-webgl/2020.3.0f1-urp/
2021.1.0f1 2.85 MB https://deml.io/experiments/unity-webgl/2021.1.0f1/
2021.1.0f1 URP 5.47 MB https://deml.io/experiments/unity-webgl/2021.1.0f1-urp/

Platforms

Platform Chrome Firefox Edge Safari Internet Explorer
Windows 10 ✔️ ✔️ ✔️
Linux ✔️ ✔️ ✔️
Mac ✔️ ✔️ ✔️ ✔️
Android ✔️ ✔️ ✔️
iOS ✔️ ✔️ ✔️ ✔️

✔️ : Supported | ⚠️ : Supported, but runs poorly | ❌ : not supported | ➖ : Not applicable

Features

  • Physics
  • GPU Instancing for materials
  • Shadows
  • Brotli Compression

Notes

  • The server is configured to support wasm streaming and brotli compression, see .htaccess 2020 .htaccess 2019
  • The builds are optimized for speed. When switching to Size and changing the C++ config to Master, the size decreases by ~40 KB ( Example: 2021.1.0f1 Min Size (2.45MB) ).
  • In order to get rid of the warning on android/iOS it is removed in a post process build step (File)
  • You might need to reload the page on android/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.
  • URP adds additional ~2.5 MB file size compared to the builtin render pipeline.
  • Removing the default skybox will save ~30kb.
  • In general the performance for URP seems to be better compared to builtin, but it has a larger build size.
  • Internet Explorer does not work for Unity WebGL builds, since it does not support wasm.
  • Previous versions of Firefox on Android had some performance problems, they seemed to have fixed those. In general performance on mobile is by far not as good as a native app build, but should be enough for simple games.

For further information check out the forum-thread.