Unity WebGL actually does work on mobile for quite a while now. We run our platform through it for 4 years now and the biggest issue was the iOS due to arbitrary memory limit for the browser tab set by Apple. A lot of it can be worked around by replacing standard unity shaders with simple ones(use only the stuff you need), making sure to use texture atlases and split things into asset bundles(addressables work just fine) to only download and load what you need. PC and Android does not have those memory limits so that part is simple at least.
Our first thought about WebGPU support by Safari /Apple via a flag not enabled by default is: this flag will remain disabled by default, which will be a legal argument to critics of their monopoly policy on the AppStore, and as an argument for Apple to say: ‘you see, we are open to others, you can run games in Safari and not from our Store, via Safari+WebGPU ’. Except that the vast majority of gamers will never dig into their Safari settings to activate the famous WebGPU flag...
All we want is a small size of the game build and fast loading on the web, the rest is not necessary, the time of big games on the web is gone. Many web portals have stopped taking games on Unity because of its large size. CrazyGames requires 20mb, Poki 5-10mb, only the Unity logo takes 3mb
The Unity logo doesn't take 3mb, it's around 100kb and they want to remove it if not needed in the splash screen. Building an empty project with optimizations needs around 5mb, something complex shouldn't get above 10mb. If you are developing for web you'll absolutely have to use asset streaming.
@@user-iw1gy7ev6e unity logo size in build -2.7mb. If you disable the logo in the settings, it’s not visible in the game, but it still appears in the build, and it needs to be manually removed
Please, put all you focuses on the build size. An empty project cost 15 MB which is already above what most web platform are asking. I wish to keep working a push Unity web further, I can lower the size of my build as much as I can, but we're begging you, reduce the Unity build size... This is the only thing we truly wish for (+ the mobile compatibility, thanks for that ofc!)
Skill issue? The minimum build size is around 5mb for an empty project. Our most complex project ended up with less than 10mb. You need a good understanding of the code and asset stripping process however and will have to stream your assets at runtime.
@@user-iw1gy7ev6e I also ended up with 8MB for my current project, but you clearly don't seem to know anything about other engine and how smaller they are compare to Unity. And every less MB on our project can really improve a web game success as you should know.
Finally running WebGL directly on Mobile. Awesome news and thanks for the nice presentation 🙌
Unity WebGL actually does work on mobile for quite a while now. We run our platform through it for 4 years now and the biggest issue was the iOS due to arbitrary memory limit for the browser tab set by Apple. A lot of it can be worked around by replacing standard unity shaders with simple ones(use only the stuff you need), making sure to use texture atlases and split things into asset bundles(addressables work just fine) to only download and load what you need. PC and Android does not have those memory limits so that part is simple at least.
Thanks to Chain games for showing us how they Implemented WebGPU. Thank you unity for this very informative session.
25:42 video game demo footage of WebGPU
22:28 using WebGPU in Unity 6
Our first thought about WebGPU support by Safari /Apple via a flag not enabled by default is: this flag will remain disabled by default, which will be a legal argument to critics of their monopoly policy on the AppStore, and as an argument for Apple to say: ‘you see, we are open to others, you can run games in Safari and not from our Store, via Safari+WebGPU ’. Except that the vast majority of gamers will never dig into their Safari settings to activate the famous WebGPU flag...
awesome thanks guys, im playing with it right now (so to speak).
All we want is a small size of the game build and fast loading on the web, the rest is not necessary, the time of big games on the web is gone. Many web portals have stopped taking games on Unity because of its large size. CrazyGames requires 20mb, Poki 5-10mb, only the Unity logo takes 3mb
Unity 2023 WebGL build 33mb
Unity 6 - 49mb
The Unity logo doesn't take 3mb, it's around 100kb and they want to remove it if not needed in the splash screen. Building an empty project with optimizations needs around 5mb, something complex shouldn't get above 10mb. If you are developing for web you'll absolutely have to use asset streaming.
@@user-iw1gy7ev6e unity logo size in build -2.7mb. If you disable the logo in the settings, it’s not visible in the game, but it still appears in the build, and it needs to be manually removed
i played with it and it went into full screen nicely. My only problem was trying to get it to rotate to landscape automatically on mobile
What are my options for using Unity 6 AR Foundation for WebAR? Is this supported?
Project Tiny 2.0!
Does it mean dots graphics can run on WebGPU?
Isn't dots for cpu only? Do you mean better multithreading for jobs system?
How to enable WebGPU in Unity 6? Still WebGL2
7 fps to 30 fps is much better, but we can run hundreds of fps on native windows builds.
Please, put all you focuses on the build size.
An empty project cost 15 MB which is already above what most web platform are asking.
I wish to keep working a push Unity web further, I can lower the size of my build as much as I can, but we're begging you, reduce the Unity build size...
This is the only thing we truly wish for (+ the mobile compatibility, thanks for that ofc!)
Skill issue? The minimum build size is around 5mb for an empty project. Our most complex project ended up with less than 10mb. You need a good understanding of the code and asset stripping process however and will have to stream your assets at runtime.
@@user-iw1gy7ev6e I also ended up with 8MB for my current project, but you clearly don't seem to know anything about other engine and how smaller they are compare to Unity.
And every less MB on our project can really improve a web game success as you should know.