4 ms·
I just spent the last 20 minutes compiling my unity project with 5.3 webgl. It's a voxel game so it's quite small, asset-wise and fits into under 20mbs! This i
by throwaway13337 11y ago
I just spent the last 20 minutes compiling my unity project with 5.3 webgl.
It's a voxel game so it's quite small, asset-wise and fits into under 20mbs! This is a huge leap.
The upstart performance feels a bit like a java applet (freezes for a second... not great) but once it gets started, it's performant for my use case.
In my brief test, I only notice one weird thing (the input sometimes got screwy). This is a huge improvement.
Give it another try?
- golergka 11y agoUhm, is your game a commercial project, with a lot of art, complicated requirements involving SDKs from social networks as well as marketing, analytical and bug report tools, commits and random code from incompetent developers who were fired a year ago, urgent gufixes that were put in as "temporary" and stayed forever? Because of course it would work nicely with a small hobby project ran by a single programmer of adequate level.
- throwaway13337 11y agoOf course this project doesn't have those nasty hooks and a very small art asset collection. I'd worked on a similar project to yours years ago and we ended up building a separate application for mobile after the web project. They are different form factors even if everything behind the scenes 'just worked'. I think we agree :) I was just amazed at the progress unity's webgl target has made. You see with my original post that I was pretty dismissive of it until I gave it another try.