Better in a browser: Big advances for gaming with Unity Web | Unite 2024

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  • Опубликовано: 7 фев 2025
  • Recent advances in web technology are a boon for anyone developing browser-based games. Watch this video to learn best practices for setting up web games in Unity 6 - including time-saving and optimization tips - and how to reach browser audiences without being blocked by hardware requirements or mobile marketplaces. Plus, Josh Loveridge from Stratton Studio will give you a sneak peek at the future of web graphics with their latest WebGPU project.
    Speakers:
    Ben Craven, Staff Technical Product Manager, Unity
    Josh Loveridge, Managing Director, Stratton Studios
    Brendan Duncan, Staff Graphics Engineer, Unity

Комментарии • 22

  • @mikepatternbeats
    @mikepatternbeats 4 месяца назад +17

    Finally running WebGL directly on Mobile. Awesome news and thanks for the nice presentation 🙌

    • @ngear2945
      @ngear2945 3 месяца назад +2

      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.

  • @Lumever
    @Lumever 4 месяца назад +9

    Thanks to Chain games for showing us how they Implemented WebGPU. Thank you unity for this very informative session.

  • @ytubeanon
    @ytubeanon 4 месяца назад +10

    25:42 video game demo footage of WebGPU
    22:28 using WebGPU in Unity 6

  • @TYNEPUNK
    @TYNEPUNK 4 месяца назад

    awesome thanks guys, im playing with it right now (so to speak).

  • @UnityFAN_unity
    @UnityFAN_unity 3 месяца назад +9

    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

    • @denisshevchenko7397
      @denisshevchenko7397 3 месяца назад

      Unity 2023 WebGL build 33mb
      Unity 6 - 49mb

    • @user-iw1gy7ev6e
      @user-iw1gy7ev6e 3 месяца назад

      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.

    • @UnityFAN_unity
      @UnityFAN_unity 3 месяца назад

      @@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

    • @ankushsharma7700
      @ankushsharma7700 Месяц назад

      Casino game players mostly like to play on mobile browser

  • @Tactic3d
    @Tactic3d 3 месяца назад +2

    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...

  • @ELF_Productions
    @ELF_Productions 3 месяца назад

    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

  • @Tymon0000
    @Tymon0000 4 месяца назад +1

    Project Tiny 2.0!

  • @Noolies
    @Noolies 3 месяца назад

    What are my options for using Unity 6 AR Foundation for WebAR? Is this supported?

  • @ProkerKusaka
    @ProkerKusaka 4 месяца назад +1

    Does it mean dots graphics can run on WebGPU?

    • @Tymon0000
      @Tymon0000 4 месяца назад

      Isn't dots for cpu only? Do you mean better multithreading for jobs system?

  • @fukodafufu6662
    @fukodafufu6662 3 месяца назад +4

    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!)

    • @user-iw1gy7ev6e
      @user-iw1gy7ev6e 3 месяца назад

      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.

    • @fukodafufu6662
      @fukodafufu6662 3 месяца назад

      @@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.

  • @desdinova9552
    @desdinova9552 3 месяца назад

    How to enable WebGPU in Unity 6? Still WebGL2

  • @Tymon0000
    @Tymon0000 4 месяца назад

    7 fps to 30 fps is much better, but we can run hundreds of fps on native windows builds.