
Testando o tamanho da WebGL da Unity e o tempo de carregamento para diferentes versões (2018.4 - 6000.0) e configurações


| Versão | Tamanho | Link |
|---|---|---|
| 6000.0.25f1 | 3,32 MB | https://deml.io/experiments/unity-webgl/6000.0.25f1-webgl2 |
| 2023.2.20f1 | 3,23 MB | https://deml.io/experiments/unity-webgl/2023.2.20f1-webgl2 |
| 2023.1.20F1 | 3,14 MB | https://deml.io/experiments/unity-webgl/2023.1.20f1-webgl2 |
| 2022.3.50F1 | 3,12 MB | https://deml.io/experiments/unity-webgl/2022.3.50f1-webgl2 |
| 2021.3.45f1 | 2,78 MB | https://deml.io/experiments/unity-webgl/2021.3.45f1-webgl2 |
| 2020.3.48f1 | 2,96 MB | https://deml.io/experiments/unity-webgl/2020.3.48f1-webgl2 |
| Versão | Tamanho | Link |
|---|---|---|
| 6000.0.25f1 | 2,92 MB | https://deml.io/experiments/unity-webgl/6000.0.25f1-minsize-webgl2 |
| 2023.2.20f1 | 2,85 MB | https://deml.io/experiments/unity-webgl/2023.2.20f1-minsize-webgl2 |
| 2023.1.20F1 | 2,72 MB | https://deml.io/experiments/unity-webgl/2023.1.20f1-minsize-webgl2 |
| 2022.3.50F1 | 2,69 MB | https://deml.io/experiments/unity-webgl/2022.3.50f1-minsize-webgl1 |
| 2021.3.45f1 | 2,74 MB | https://deml.io/experiments/unity-webgl/2021.3.45f1-minsize-webgl1 |
| 2020.3.48F1 | 2,48 MB | https://deml.io/experiments/unity-webgl/2020.3.48f1-minsize-webgl1 |
| Versão | Tamanho | Link |
|---|---|---|
| 6000.0.25f1 | 7,82 MB | https://deml.io/experiments/unity-webgl/6000.0.25f1-urp-webgl2 |
| 2023.2.20f1 | 6,87 MB | https://deml.io/experiments/unity-webgl/2023.2.20f1-urp-webgl2 |
| 2023.1.20F1 | 6,25 MB | https://deml.io/experiments/unity-webgl/2023.1.20f1-urp-webgl2 |
| 2022.3.50F1 | 5,92 MB | https://deml.io/experiments/unity-webgl/2022.3.50f1-urp-webgl2 |
| 2021.3.45f1 | 6.31 MB | https://deml.io/experiments/unity-webgl/2021.3.45f1-urp-webgl2 |
| 2020.3.48f1 | 5,60 MB | https://deml.io/experiments/unity-webgl/2020.3.48f1-urp-webgl2 |
| Versão | Tamanho | Link |
|---|---|---|
| 6000.0.25f1 | 6,05 MB | https://deml.io/experiments/unity-webgl/6000.0.25f1-urp-minsize-webgl2 |
| 2023.2.20f1 | 5,30 MB | https://deml.io/experiments/unity-webgl/2023.2.20f1-urp-minsize-webgl2 |
| 2023.1.20F1 | 5,71 MB | https://deml.io/experiments/unity-webgl/2023.1.20f1-urp-minsize-webgl2 |
| 2022.3.50F1 | 4,65 MB | https://deml.io/experiments/unity-webgl/2022.3.50f1-urp-minsize-webgl1 |
| 2021.3.45f1 | 6.11 MB | https://deml.io/experiments/unity-webgl/2021.3.45f1-urp-minsize-webgl1 |
| 2020.3.48f1 | 4,86 MB | https://deml.io/experiments/unity-webgl/2020.3.48f1-urp-minsize-webgl1 |
| Plataforma | Cromo | Firefox | Borda | Safári | Internet Explorer |
|---|---|---|---|---|---|
| Windows 10 | ✔️ | ✔️ | ✔️ | ➖ | |
| Linux | ✔️ | ✔️ | ✔️ | ➖ | ➖ |
| Mac | ✔️ | ✔️ | ✔️ | ✔️ | ➖ |
| Android | ✔️ | ✔️ | ✔️ | ➖ | ➖ |
| iOS | ✔️ | ✔️ | ✔️ | ✔️ | ➖ |
| TV inteligente Android | ✔️ | ➖ | ➖ | ➖ | ➖ |
✔️ : suportado |
An error occurred running the Unity content on this page. See you browser JavaScript console for more info. The error: Script error. - Com o iOS 16.2 e o Firefox 108, não pude mais reproduzir esse problema em 2019.4. Unable to parse Build/WEBGL.framework.js.br! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: br" present. Check browser Console and Devtools Network tab to debug.

Shader error in 'Hidden/Universal/CoreBlit': invalid subscript 'positionCS' at
UnityWebGL-LoadingTest/Library/PackageCache/[email protected]/Runtime/Utilities/Blit.hlsl(92) (on gles)
Compiling Vertex program with DISABLE_TEXTURE2D_X_ARRAY
Platform defines: SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_LIGHTMAP_RGBM_ENCODING UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: BLIT_SINGLE_SLICE SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING
Shader error in 'Hidden/kMotion/CameraMotionVectors': SV_VertexID semantic is not supported on GLES 2.0 at line 11 (on gles)
Compiling Subshader: 0, Pass: , Vertex program with <no keywords>
Platform defines: SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_LIGHTMAP_RGBM_ENCODING UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING
Texture creation failed. 'ShadowAuto' is not supported for Render usage on this platform. Use 'SystemInfo.IsFormatSupported' C# API to check format support.
NullReferenceException: Object reference not set to an instance of an object.
Tools/Build WebGL/minsizeSizeNoneMaster Essa funcionalidade foi adicionada 2021-11-21 e é suportada apenas por lançamentos começando nessa data
O script WebGlBridge adiciona um GameObject de fácil acesso que pode ser chamado do console do navegador através unityGame.SendMessage("WebGL", "COMMAND_NAME",PARAMETER)
Atualmente, os seguintes comandos estão disponíveis:
runUnityCommand ( "AllocateByteArrayMemory" , int mb ) ; - > Allocate memory to test memory usage and limits
runUnityCommand ( "CheckOnlineStatus" ) ; - > Check if browser is online
runUnityCommand ( "CopyToClipboard" , "string text" ) ; - > Copy text to clipboard
runUnityCommand ( "DeleteAllPlayerPrefs" ) ; - > PlayerPrefs . DeleteAll
runUnityCommand ( "DisableCaptureAllKeyboardInput" ) ; - > Disable unity from consuming all keyboard input
runUnityCommand ( "EnableCaptureAllKeyboardInput" ) ; - > Enable unity from consuming all keyboard input
runUnityCommand ( "LogExampleMessages" ) ; - > Log example messages for Log , warning and error
runUnityCommand ( "LogMemory" ) ; - > Logs the current memory
runUnityCommand ( "LogMessage" , "string message" ) ; - > Log a custom message
runUnityCommand ( "LogShaderCompilation" , int enabled ) ; - > GraphicsSettings . logWhenShaderIsCompiled
runUnityCommand ( "LogTextureSupport" ) ; - > Log supported and unsupported texture formats
runUnityCommand ( "LogUserAgent" ) ; - > Log User Agent and isMobileDevice
runUnityCommand ( "ReleaseByteArrayMemory" ) ; - > Release all allocated byte array memory
runUnityCommand ( "SaveScreenshot" ) ; - > Save current screen as PNG
runUnityCommand ( "SaveScreenshotSuperSize" , int superSize ) ; - > Save current screen as PNG with variable super size
runUnityCommand ( "SetApplicationRunInBackground" , int runInBackground ) ; - > Application . runInBackground
runUnityCommand ( "SetApplicationTargetFrameRate" , int targetFrameRate ) ; - > Application . targetFrameRate
runUnityCommand ( "SetTimeFixedDeltaTime" , float fixedDeltaTime ) ; - > Time . fixedDeltaTime
runUnityCommand ( "SetTimeTimeScale" , float timeScale ) ; - > Time . timeScale
runUnityCommand ( "ThrowDictionaryException" ) ; - > Throw a dictionary key not found exception
runUnityCommand ( "ToggleInfoPanel" ) ; - > Toggle develop ui visibility of InfoPanel
runUnityCommand ( "TriggerGarbageCollection" ) ; - > Trigger garbage collection
runUnityCommand ( "UnloadUnusedAssets" ) ; - > Resources . UnloadUnusedAssets runUnityCommand ( "AddSpawner" ) ; - > Add a spawner
runUnityCommand ( "PauseSpawning" ) ; - > Pause spawning of cubes
runUnityCommand ( "RemoveSpawner" ) ; - > Remove a spawner
runUnityCommand ( "ResumeSpawning" ) ; - > Resume spawning of cubes runUnityCommand ( "Help" ) ; - > Log all available commands Este repositório suporta integração contínua através do Game.Ci. Existem scripts para criar uma licença de unidade, construir o projeto e atualizar o projeto.
O fluxo de trabalho das ações do GitHub principal é a release.yml. No lado da unidade, é usado um script de construção personalizado com base no jogo.ci's BuildScript é usado: buildscript.cs. Este script suporta definir lógica de construção diferente através de tags Git através da seguinte sintaxe: UNITY_VERSION - TAG1 - TAG2 ... Exemplo: 2022.2.0f1-urp-webgl2
As seguintes tags são suportadas:
minsize : Defina a otimização do código para o tamanho e não suporta exceçõesdebug : construa uma construção de desenvolvimento com símbolos de depuração incorporados e rastreamento de pilha completawebgl1 : construir para webgl1webgl2 : construir para webgl2 Para atualizar o upgrade de unidade-unity.yml é usado. Pode ser desencadeado através de ações do GitHub manualmente, definindo o ramo para atualizar e algumas configurações adicionais
Ele criará uma solicitação de tração com a versão de unidade recém -definida, juntamente com tags para acionar as compilações automáticas. Além disso, todos os pacotes são atualizados para sua versão mais recente, consulte também o UnityPackagageScripts.cs.
Você pode encontrar uma lista de todas as construções ao vivo com seus tamanhos aqui: https://deml.io/experiments/unity-webgl/