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My setting was [Graphic Emulation : WebGl1.0] [Shader Hardware Tier 3]. Thanks for pointing me that. The Hardware tier is making no difference...
I switched platform and tried to run my game in WebGl editor. I noticed that the alpha channel is not working on any sprite renderer in editor...
Currently my artist is exporting the .svg in .png to benefit from unity's regular texture compression. The Texture mode will definitively cut...
I wil try to reduce my tesselation, thanks for pointing that. Changing to "Texture Sprites" will have the effect of doubling my sets of of data...
I'm evaluating the library and it's pretty good so far. I build up a quick prototype for an inventory system using a scroll rect, a mask (image)...