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Unity WebGL Loading Test

Preview

Testing Unity's WebGL capabilities for different versions and platforms

Version Size Link
2018.2.3f1 2.97 MB https://deml.io/experiments/unity-webgl/2018.2.3f1/
2019.3.0f6 3.28 MB https://deml.io/experiments/unity-webgl/2019.3.0f6/
2020.0.1f1 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/

Platforms

Platform Chrome Firefox Safari Edge Internet Explorer
Windows 10 ✔️ ✔️ ✔️
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
  • 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.

For further information check out the forum-thread.

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