Comments (13)
Thanks @5un. This is fixed and will be part of the next client SDK.
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Hi @5un. You’re right we don’t have compatibility with WebGL exports in the client right now. It’s not too difficult to do but I’m curious why you need it?
It’s difficult for us to gauge how many studios make use of WebGL and Unity given the history of serious performance problems with it.
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We are seriously considering WebGL for distribution purposes, and yes, performance in Unity WebGL builds is such a headache. Thanks so much for the clarification!
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@5un Fair enough 😄 If you're interested to contribute WebGL support into the client have a look at the previous version for how we did it:
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@novabyte Thanks for pointing me to the transport class! I think I might take a stab at building WebGL support.
However, I was a bit confused when you mentioned that it was not too difficult to do. Do you mean patching nakama-dotnet to support WebGL builds or making the 0.x/1.x Unity clients to support 2.x protocol? I thought there's already a WebSocket transport in nakama-dotnet. Would be great if you could point out the easiest way to go about this. Thanks a lot!
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Hi. We are also interested in supporting Nakama 2 Webgl. My error - https://c2n.me/3Xrtf6m.png
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We also have the problem on our side. And if we look quickly at the code of the client, the client is not close from being compatible with WebGL Unity builds. Also, the asm.code.unityweb generated grows by more than 2MB when including the client + the .Net 4.x switch (about 1MB each), which really hurts when trying to limit the size of the app.
I think it should be documented that WebGL is not supported.
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@Moriel12 I have some ideas on how we can introduce support for WebGL within the client but we've had some trouble to justify the work because most games launch on mobile, desktop, or console with Unity and any that target the web really use a different game engine usually something JavaScript-based. Why did you choose Unity for a browser project?
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we release games for mobile platforms and social networks. we can not rewrite the project under javascript.
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@novabyte We chose Unity because we launch on mobile and browser.
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@novabyte +1 for this request. We also intend to run our game on web along with mobile.
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Can you also update the Jolly Roger Unity demo to work in WebGL? Thanks
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@logixworx Sure. Would you open the issue on the demo project repo?
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Related Issues (20)
- Unity - Investigate whether copying of package for asset store release process generates new GUIDs HOT 1
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