In general, you should get performance close to native apps on the GPU, because the WebGLA JavaScript API that renders 2D and 3D graphics in a web browser. The Unity WebGL build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL rendering API to run Unity content in a web browser. More info
See in Glossary graphics API uses your GPU for hardware-accelerated renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary. There is a small amount of overhead for translating WebGL API calls and shadersA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary to your OS graphics API (typically DirectX on Windows or OpenGL on Mac or Linux).
On the CPU, Emscripten translates your code into WebAssembly, so performance depends on the web browser. For more information, see the Unity blog post WebAssembly Load Times and Performance.
There are some other considerations you need to be aware of. The JavaScript language does not support multi-threading or SIMD. Any code that benefits from these features are likely to be slower then other code. You cannot write threading or SIMD code in WebGL in 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
See in Glossary, but some engine parts are normally multi-threaded or SIMD optimized, and therefore with lower performance on WebGL. An example is the skinningThe process of binding bone joints to the vertices of a character’s mesh or ‘skin’. Performed with an external tool, such as Blender or Autodesk Maya. More info
See in Glossary code, which is both multi-threaded and SIMD-optimized.
You can use the new timelineGeneric term within Unity that refers to all features, windows, editors, and components related to creating, modifying, or reusing cut-scenes, cinematics, and game-play sequences. More info
See in Glossary ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating or in your game logic. More info
See in Glossary in Unity to see how Unity distributes work to different threads on non-WebGL platforms.
For best performance, set the optimization level to Fastest in the Build Player dialog, and set Exception support to None in the Player settings for WebGL.
WebGL supports the Unity profiler. See documentation on the Profiler to learn how to set it up.
If Run in background is enabled in the Player settings for the WebGL platform, or if you enable Application.runInBackground, your content continues to run when the canvas or the browser window loses focus.
However, some browsers can throttle content running in background tabs. If the tab with your content is not visible, your content only updates once per second in most browsers. Note that this causes Time.time to progress slower than usual with the default settings, as the default value of Time.maximumDeltaTime is lower than one second.
You might want to run your WebGL content at a lower frame rate in some situations to reduce CPU usage. Like on other platforms, you can use the Application.targetFrameRate API to do so.
When you don’t want to throttle performance, set this API to the default value of –1, rather then to a high value. This allows the browser to adjust the frame rate for the smoothest animation in the browser’s render loop, and might produce better results than Unity trying to do its own main loop timing to match a target frame rate.
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