このセクションでは、WebGL を使用したアプリケーションの構築に必要なプラットフォームサポートの概要と、その他の有用な技術的情報を提供します。
Unity uses the emscripten compiler toolchain to cross-compile the Unity runtime code (written in C and C++) into WebAssembly (also known as Wasm). The main advantages of emscripten it’s designed to be small in size, load-time and memory efficient, and aims to deliver close to native speed execution. For more information about WebAssembly in Unity, check this blog post.
To convert the .NET game code (your C# scripts) into WebAssembly, Unity uses a technology called IL2CPP. IL2CPP takes .NET bytecode and converts it to corresponding C++ source files, which is then compiled using emscripten to convert your scripts to Wasm.
ほとんどの一般的なデスクトップ用ブラウザーは Unity WebGL コンテンツをサポートしていますが、ブラウザによって サポートのレベルが異なる ことに注意してください。例えば、Unity WebGL はモバイルデバイスをサポートしていません。
WebGL ビルドにおける以下の機能は、プラットフォーム自体の制約により、利用できないか、または制限されています。
Threads are not supported due to the lack of threading support in JavaScript. This applies to both Unity’s internal use of threads to speed up performance, and to the use of threads in script code and managed dlls. Essentially, anything in the System.Threading
namespace is not supported.
Debugging of WebGL builds in Visual Studio. See: Debugging and trouble shooting WebGL builds.
Browsers don’t allow direct access to IP sockets for networking due to security concerns. See: WebGL Networking.
OpenGL ES グラフィックスライブラリの機能に基づく WebGL グラフィックス API の制限があります。WebGL のグラフィックス を参照してください。
WebGL builds use a custom backend for Audio, based on the Web Audio API but only supports the basic audio functionality. See: Using Audio in WebGL.
WebGL は AOT プラットフォームです。そのため、System.Reflection.Emit
を使用した動的コード生成は使用できません。これは、他の全ての IL2CPP プラットフォームや、iOS、およびほとんどのコンソールでも同様です。
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