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by jonasechterhoff
3023 days ago
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A few comments (Disclaimer: I work at Unity):
-As others said, with Unity, you get a full game engine cross compiled to JavaScript/WASM, which has more overhead then simply rendering an image by other means (like img tag).
-We don't officially support mobiles for the Unity WebGL build target, because we believe that the platform (browsers and hardware) is not yet ready for this use case (running a full game engine compiled to the web) yet. That said, you might get better results with simpler engines which do support mobiles.
-WASM support on iOS is currently broken, so this probably would not work regardless of engine used: https://bugs.webkit.org/show_bug.cgi?id=181781#c4
(Try making a JavaScript release build instead) |
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I understand what you're saying. Of course, we're aware of the overhead compared to just including an image with a HTML tag, it was just a test to see if we could make the thing work with the minimum amount of complexity possible.
For us, it's not important to support mobile browsers: the latest desktop browsers would suffice. However, we can't build for the web without a 10-second delay before the image is shown.
What we're looking to achieve is to use Unity for native games as well as very simple animations for the web (a 2D landscape with parallax, at the moment), so that we have only 1 editor, and 1 technology to learn.
I'm also not the person who will actually build the product, I'm just helping out with research and I'm not extremely familiar with WASM and similar. What is a JavaScript release build? Is that a way of exporting the project that would allow us to eliminate that 10-second delay?