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pronto pronto - wasm and webgl1 for all browser without asm

Discussion in 'Web' started by philtha, Mar 26, 2019.

  1. philtha

    philtha

    Joined:
    Mar 14, 2017
    Posts:
    9
    How to tune my build parameters that all browsers edge, ff, chrome and safari are getting a Wasm opengl1 context?

    I have
    PlayerSettings.WebGL.linkerTarget = WebGLLinkerTarget.Wasm;

    but also asm is build

    PlayerSettings.WebGL.emscriptenArgs += "-s WASM = 1";

    Best is to have the args like we compile the stuff from c++11 by our self
    emscriptenArgs -s WASM = 1 -s LEGACY_GL_EMULATION=1


    I observed fallbacks that are ultra slow and unsufficient to asm, when wasm weggl1 is possible.
    I.e. old Macs or computers with banned grafic cards (gtx 660) however alot.
    I want to make a build with maximal compatibility without fancy experiences without compromising in wasm.

    Anyone?
     
  2. philtha

    philtha

    Joined:
    Mar 14, 2017
    Posts:
    9
    Somehow Edge Browser prefere asm builds. I moved from 2018 to 2019. And the problem is how to make a wasm build that support edge and all webgl1 users as well as the latest users with the latest hardware? Is there somehow a strategy for a build that covers all major platforms. Asm i think will never be a option. There are multiple execution timeout warnings cause its too slow.
    So what settings covers all platform in the best possible way?
     
    Last edited: Mar 27, 2019