Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Official New for WebGL in 2022 LTS

Discussion in 'WebGL' started by AlwaysCraven, Jun 21, 2023.

  1. AlwaysCraven

    AlwaysCraven

    Unity Technologies

    Joined:
    Jun 9, 2022
    Posts:
    6
    Hello!

    I’m Ben Craven, the Product Manager looking after the web platform at Unity. We have a number of new features that were released along with 2022 LTS. This is a step forward for us on Web, and we are excited to share even more as we continue investing in this platform!
    • Added a template for Progressive Web Apps
    • Added mobile keyboard support for WebGL to enter text in UI input fields.
    • Added texture compression format setting to WebGL build & player settings
    • Updated Emscripten compiler to version 3.1.8
    • Experimental option to enable native multithreading (not C# multithreading) for WebGL builds
    • Support Entities 1.0 release on WebGL
    • Stabilized Unity performance profiler, along with Unity test framework when used with WebGL builds
    • Memory Management/Diagnostics in Publishing Settings
      • New player settings for fine-grained control over memory usage, including memory scaling and growth (Player Settings > Publishing Settings > Memory Growth Mode [Linear vs. Geometric])
      • New diagnostic overlay to measure memory usage. (Player Settings > Publishing Settings > Show Diagnostics Overlay)
    • Removed mobile browser warning from WebGL default template.
      • While the warning is removed, we have not yet added mobile browsers to our list of formal supported browsers. Stay tuned to hear more about web on mobile in the near future!
    For everything new included in 2022 LTS, check out our LTS release hub here: https://unity.com/releases/lts
     
  2. MaorDany

    MaorDany

    Joined:
    Dec 31, 2017
    Posts:
    105
    Thanks!!! Thanks!!! Thanks!!!
    WEBGPU :)
    WEBGPU ;)
    WEBGPU o_O
     
    xaldin-76 and James_Arndt like this.
  3. Deleted User

    Deleted User

    Guest

    I've asked this a couple times, and I've seen others ask this as well. However, I haven't found an answer yet about it. Does the native multithreading include Jobs since they are managed by native threads?
     
  4. DudoTheStampede

    DudoTheStampede

    Joined:
    Mar 16, 2015
    Posts:
    79
    Hello!

    I've a specific question on one of your points:
    I'm actually already doing the same thing since months but I found out that, doing it like this, you can't specify an ASTC compression quality other then "low/normal/high quality" so "8x8/6x6/4x4". Actually to have a lower build size sometimes I see I can also use 12x12 and I'm forced to use "Override for WebGL" that make the texture in ASTC for both builds... Is there a workaround on this or can you put in some todo list?

    PS: there is a typo in the documentation page, I already reported it.
     
    Last edited: Jun 22, 2023
  5. docsben

    docsben

    Joined:
    Apr 25, 2023
    Posts:
    1
    Thanks for your feedback on the documentation! I've corrected the typo. The update will be visible when the docs are updated on Tuesday.
     
    DudoTheStampede likes this.
  6. KamilCSPS

    KamilCSPS

    Joined:
    May 21, 2020
    Posts:
    376
    @AlwaysCraven , thank you for the introduction and list of 2022 LTS features, much appreciated.

    Would it be too early for you to also share the 2023.1 Tech Stream WebGL features & changes as it has now been released out of beta?
     
  7. Jonathan-Westfall-8Bits

    Jonathan-Westfall-8Bits

    Joined:
    Sep 17, 2013
    Posts:
    202
    I been doing some builds with Unity in WebGPU.
    Builds fine as long as you update to the Shader Names for WebGPU.
     
  8. unityruba

    unityruba

    Unity Technologies

    Joined:
    Nov 6, 2020
    Posts:
    233
    @DudoTheStampede Hi, I'd like to help! Could you clarify a little what issue you're facing with setting the texture compression? I didn't quite understand. Is this about the script in the docs for making two builds with different compression formats?
     
  9. DudoTheStampede

    DudoTheStampede

    Joined:
    Mar 16, 2015
    Posts:
    79
    Hi!
    The script is good, the problem is in the editor itself. I'll try to explain with an example:
    I've a texture and I'd like that texture to be ASTC 12x12 on mobile, and "something else" on desktop. With this kind of setup I can't have it with just one build. In Unity Editor, by Default, I can only make the texture as "Compression: Low Quality", but "Low Quality", when building for mobile, is ASTC 8x8.
    To have a texture as ASTC12x12 you have to use "Override for WebGL". But you use that, both desktop e mobile build will have that texture as ASTC12x12.
    So you would either need a multiple "Override for WebGL", or a "Lowest" quality option in the compression dropdown... or some other kind of magic trick to perform in the build script to achive that!
     
    Unifikation likes this.
  10. AndreaGalet

    AndreaGalet

    Joined:
    May 21, 2020
    Posts:
    63
    @unityruba Hi, i have two bug report, one is already confirmed here: https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-42824
    and the other one is currently open (i still don't have a bug report to link): CASE IN-53225.
    These to bugs concern this: "mobile keyboard support for WebGL to enter text in UI input fields".
    At the moment is nearly impossible to use it properly because: only number input fields doesn't work and when you press the ok button on the virtual keyboard or the enter button, the application crash. From my point of view i don't understand how is it possible that this is a released feature if it doesn't work properly, and i don't mean like a strange bug that happens in rare circumstances, you can literally open a brand new project import a TMP_InputField, build and you can discover them.
     
  11. shawnblais

    shawnblais

    Joined:
    Oct 11, 2012
    Posts:
    324
    Thanks for this update, it looks great. Can you provide some info on whether there is a maximum memory size in the browsers? Both desktop and mobile?
     
  12. makaka-org

    makaka-org

    Joined:
    Dec 1, 2013
    Posts:
    872
    Thank you for that and for the considering of the mobile support in the future. Please pay attention to my bug report, which was abandoned, actually, and not postponed!

    Maybe you can affect it: https://issuetracker.unity3d.com/is...ation-of-the-device-if-using-the-https-server