| You guys are not understanding this at all. Flash and Unity webplayer plugins are being blocked by browsers now. Flash still works for the most part, but Unity doesn't. Facebook is losing game players because of this, and new games are being built in Unity and not Flash, so it's harder for them to launch on Facebook. This solves that problem by letting you compile your game for Facebook Gameroom straight from the Unity editor, and supports the Unity in app purchase plugin. So now that mobile game that you just built can easily launch on Facebook too with very little effort. https://developers.facebook.com/blog/post/2016/11/01/unity-e... Html5 / WebGL is not an option. It's super super slow and doesn't even work for half your players. Until web assembly is live and has good adoption, this Facebook Gameroom thing is going to be the best bet for launching your Unity game on Facebook. Big studios can afford to develop Flash versions of their Unity mobile games just for Facebook, but small studios can't. So this is also great for that, to level the playing field a bit. Edit: I'm actually fairly excited about this. We have a bunch of Unity mobile games out there but have launched none of them on Facebook because of the bullshit with the webplayer plugin and how terrible the WebGL stuff is right now. Now we can finally launch on Facebook! This is awesome for small Unity studios. Very very awesome. I can also say with good confidence that not many people commenting are the target market here. You already have steam installed and you play games through that? Probably not the target market. If you play a ton of freemium games on your phone and/or you used to play freemium Flash games on Facebook - you are the demographic for Gameroom. |
Any sources for this ? I know that WebGL adds overhead but for the simplistic kind of games (your run of the mill Unity games) you should have no trouble staying above 30 FPS, especially if you're smart about it and optimize to reduce draw calls. I would assume that most PCs out there have WebGL support by now (at least over 70%) considering how low the requirements are
>Until web assembly is live and has good adoption
I don't see how WebAssembly helps much - it primarily reduces the load time and download size with the binary encoding - but you can get similar levels of perf with ASM.JS and you still need to go trough same WebGL API as the DOM.