This section provides an overview of the platform support and other useful technical information required to build your app using WebGL.
Most popular desktop browser versions support the Unity WebGL content, but do note that different browsers offer different level of support. For example, Unity WebGL doesn’t support Mobile devices.
The following features in WebGL builds are either not available or limited due to constraints of the platform itself:
Debugging of WebGL builds in Visual Studio. See Debug and troubleshoot WebGL builds.
WebGL builds don’t support the Unity Cache and Caching Scripting API due to restricted access to the filesystem in browsers. Network requests to asset data and AssetBundles are instead cached in the browser cache. See Cache behavior in WebGL.
Threads aren’t 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 isn’t supported.
Browsers don’t allow direct access to IP sockets for networking due to security concerns. See WebGL Networking.
Limitations with the WebGL graphics API, which is based on the functionality of the OpenGL ES graphics library. See: WebGL Graphics.
WebGL builds use a custom backend for Audio based on the Web Audio API, but it only supports the basic audio functionality. See: Using Audio in WebGL.
WebGL is an AOT platform, so it doesn’t allow dynamic generation of code using System.Reflection.Emit
. This is the same on all other IL2CPP platforms, iOS, and most consoles.