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Unity 5 will include "support for WebGL"


Starboar
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More: http://venturebeat.com/2014/03/17/unity-technologies-unveils-next-version-of-its-game-development-engine-to-make-thousands-of-3d-games-more-realistic/

 

 

Unity will also support WebGL, a web format that makes it easier to create 3D images on web pages. Developers can get early access to Unity’s WebGL add-on to create interactive experiences for games that don’t require plug-ins when used with WebGL-compliant browsers. Madfinger Game’s Dead Trigger 2 game, pictured at top, runs on WebGL, and Unity will demonstrate it at its booth at the GDC in San Francisco this week.

 

 

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With chrome removing support for NPAPI it means many plugins won't work, including eventually the Unity browser plugin - so this goes some way to addressing that.  

 

I imagine you'll have to plan it as a WebGL game from the start, e.g coding in JS instead of C#/Java and having a subset of Unity plugins available, unless they can magically turn it all into asm.js output - i'm not that familiar with Unity though so I may be wrong.

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It's my understanding from the GDC chatter that it converts your C# to asm.js.

 

I think you're right though, I expect there are a shit load of Unity features / shaders that simply won't work. Much like when they tried to do the Flash export a few years back. Even so this is great, because aside from a few very proprietary browser based services like Goo or PlayCanvas, there simply isn't any visual workflow tool for WebGL out there.

 

So if you know you're making a native app and want to show-off a desktop browser version, this is one hell of a route now.

 

If you know you're making a game that has to work on mobile browser, it's still useless of course.

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