Web technology imposes restrictions on Unity web applications which are designed to run in web browsers. Make sure you are aware of the following technical limitations before you build your application for the Web platform.
Most popular desktop browser versions support Unity Web content, but do note that different browsers offer different level of support. For example, Unity Web doesn’t support Mobile devices.
The following features in Web builds are either not available or limited due to constraints of the platform itself:
Debugging of Web builds in Visual Studio. Refer to Debug and troubleshoot Web builds.
Web 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. Refer to Cache behavior in Web.
スレッドは、JavaScript にスレッドサポートがないためサポートされていません。これは、パフォーマンス向上のための Unity の内部的なスレッド使用と、スクリプトコードやマネージ DLL でのスレッド使用の両方に当てはまります。基本的に、System.Threading
名前空間内の要素は使用できないことになります。
Browsers don’t allow direct access to IP sockets for networking due to security concerns. Refer to Web Networking.
Limitations with the WebGL graphics API, which is based on the functionality of the OpenGL ES graphics library. Refer to Web Graphics.
Web builds use a custom backend for Audio based on the Web Audio API, but it only supports the basic audio functionality. Refer to Using Audio in Web.
Web 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.
.NET networking classes within the System.Net
namespace aren’t supported.
Although Unity provides multithreading support for native C/C++ code, the Web platform doesn’t yet support C# multithreading due to limitations of WebAssembly. This means that applications built using the Web platform must run on a single C# thread.
ノート:
The Web platform supports C/C++ multithreading only if you enable Native C/C++ support in the Web Player settings.
The Web platform supports multithreading, when your document is within a secure context.
The following HTTP response headers must be set by the server.
The recommended way to perform complex asynchronous tasks on the Web platform is to use coroutines. For more information, refer to the coroutines documentation.
The following factors limit the multithreading support:
The Web platform uses WebAssembly, which is a bytecode format for secure and efficient execution of Unity code in web browsers. Web browsers are designed to run the code in a secure and isolated environment which blocks direct access to the native WebAssembly stack. This affects multithreaded garbage collection as the Web garbage collector runs only once at the end of every frame unlike incrementally over multiple frames on other platforms.
Background Workers on the web execute code in parallel independently from each other. On native platforms, the main thread can synchronously send signals to the other threads to pause for garbage collection. This synchronous signaling isn’t supported on the web, which prevents WebAssembly compiled C# code from running in multiple threads.