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The emscripten arguments are working quite as expected but there is a small ambiguity. If for instance I set:...
Thank you for the detailed answer to all my questions! That is enormously helpful.
Hi! We are considering shifting from asm.js to Web Assembly (wasm) (Unity 2018.2.14f1) What we are concerned about is how wasm deals with...
How do you check one image is using at least 100MB of memory whilst loading? Also, are building for asm or wasm? If asm, what is the heap size you...
Since you have data caching enabled, it may be because the indexed db call is timing out. We are facing this issue too. More info on how to deal...
bump. Any help?
Hi! I was wondering if it was possible to be able to underline an entire text string. For instance this is the string: f(x)=\lbrace\nfrac{2x}{3}...
An fps drop is expected in full screen since the pixels to be rendered increase. What you can do to generally improve fps: 1- Static Batching 2-...
Unity's audio source was causing the fps drop in the Webgl build. We replaced it with this asset and the fps drop vanished.
Thanks for the detailed insight. I'll try all these and report back the findings.
We are working on optimizing our webgl build (intended to be run on chromebooks, chrome latest version). Currently we have achieved about ~40 fps...
Uhm, I am not sure is this supposed to be this way? No matter what the zoom ratio is, in full screen the number of pixels rendered by the gpu...
I think I have found the issue. The tabs in which the game was running were zoomed out (in chrome) which caused the fps to drop in full screen....
The desktops I can currently get my hands on all have i7/Nvidia Gtx 1060 or above and are giving 60 fps in both full-screen and non full-screen....
I was able to reproduce it on a windows laptop machine: i7 / NVIDIA GeForce GT 650M WebGL build resolution : 1280 * 768 Non-fullscreen: 60 fps...
What exactly do you mean by Chromebook not being supported. What issues could arise if my game is played on Chromebooks instead of windows/mac...
Hi! So I am experiencing a significant fps drop in my game whenever I toggle in FullScreen mode. In normal screen mode the fps is fine. To...
Unity mentions in their manual that asset bundles are loaded in Unity WebGL memory heap. They also mention in their blog that dynamic memory size...
I am using Unity 2017.3.1f1 I shifted to timeline thinking it would be easy to manage my animations but it was a total disaster as far as audio...
If you are trying to add scenes and other assets to the same bundle then that is not possible as of now. Its a limitation. Source: [MEDIA]