The WebGL buildThe process of compiling your project into a format that is ready to run on a specific platform or platforms. More info
See in Glossary API to run Unity content in a web browser. To build and test your content for WebGL, choose the WebGL build target in the Build Player window, and click Build & Run.
See in Glossary. IL2CPP takes .NET bytecode and converts it to corresponding C++ source files, which is then compiled using emscripten to convert your scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
Unity WebGL content is supported in the current versions of most major browsers on the desktop, however there are differences in the level of support offered by the different browsers. Mobile devices are not supported by Unity WebGL.
Not all features of Unity are available in WebGL builds, mostly due to constraints of the platform. Specifically:
System.Threading namespace is not supported.
WebGL builds cannot be debugged in Visual Studio. See: Debugging and trouble shooting WebGL builds.
Browsers do not allow direct access to IP sockets for networkingThe Unity system that enables multiplayer gaming across a computer network. More info
See in Glossary, due to security concerns. See: WebGL Networking.
The WebGL graphics API is equivalent to OpenGL ES 2.0 and 3.0, which has some limitations. See: WebGL Graphics.
WebGL builds use a custom backend for Audio, based on the Web Audio API. This supports only basic audio functionality. See: Using Audio in WebGL.
WebGL is an AOT platform, so it does not allow dynamic generation of code using
System.Reflection.Emit. This is the same on all other IL2CPP platforms, iOSApple’s mobile operating system. More info
See in Glossary, and most consoles.
2018–03–19 Page amended with limited editorial review
MonoDevelop replaced by Visual Studio from 2018.1
Did you find this page useful? Please give it a rating: