February 26, 2021
Reaching your audience everywhere is critical to digital marketing success. Learn how Unity Forma, our new product for marketing professionals, makes it easy to create and publish real-time 3D product configurators to multiple endpoints, including mobile web.
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...
July 17, 2017
One of the new features in Unity 2017.2 is linear rendering with WebGL 2.0. With linear rendering, you’re sure that the inputs, the outputs and the computation are in the correct color space. The brightness of the final image will go linearly with the amount of light in the scene...
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...
December 15, 2015
Microsoft has since released Windows 10 with their new Edge browser (which supports asm.js and is now enabling it by default) - so we were interested to see how that competes. Also, we have an experimental build of Unity using Shared Array Buffers to run multithreaded code, and w...
December 7, 2015
Unity 5.3 brings a series of improvements which are relevant to WebGL developers:
The Unity Standard Shader now uses Desktop-quality reflection functions for WebGL. Previously, Unity WebGL would use a simplified version of the Standard Shader built for mobile devices using the ...
October 8, 2015
Today we are announcing the first step in that end-of-life process, the deprecation of the Web Player. When Unity marks a feature as deprecated it means that the use of the feature is no longer recommended and that the feature will be removed in a future release. For the We...
July 20, 2015
The IL2CPP team has a strong test-first development mentality. Much of the code for IL2CPP is written using the practice of Test Driven Development (TDD), and very few pull requests are merged to the IL2CPP code without significant test coverage. Since IL2CPP has a finite (althou...
July 9, 2015
As with all of the posts in this series, this post deals with implementation details that can and likely will change in the future. In this post we will specifically look at some internal APIs used by the runtime code to communicate with the garbage collector. These APIs are not ...