September 17, 2018
A few weeks ago we talked about WebAssembly and its advantages over asm.js. As promised, now it’s time to look at the performance and load times of Unity WebGL in four major browsers.
It’s been a long time since we ran the Unity WebGL benchmark and published our findings. During...
August 15, 2018
It’s been a while since we announced our intention to switch to WebAssembly (a.k.a. Wasm) as the output format for the Unity WebGL build target. Since Unity 2018.2 is the release that finally delivers this change, we would like to explain how we got to this point and what this me...
January 19, 2017
Unity supports two types of plugins: managed and native. On WebGL, managed plugins are supported like on other platforms. The only difference is that the managed assembly of the plug-in is converted, along with the engine and user’s managed code, to JavaScript (asm.js/wasm to be ...
December 5, 2016
This time we would like to dive into what’s inside the Unity Heap so that when it comes to reducing its size, you can do that based on actual data, instead of having to find out a small value that works with your content by trial and error. So, let’s see what’s the Unity Heap, wh...
September 20, 2016
Some users are already familiar with platforms where memory is limited. For others, coming from desktop or the WebPlayer, this has never been an issue until now. Targeting console platforms is relatively easy in this respect, since you know exactly how much memory is available. T...