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Unity details what to expect from its WebGL publishing support

Having unveiled its WebGL publishing tech at GDC last month, Unity has now talked more about the future of publishing Unity games for the web, providing examples of what it has managed to accomplish up to this point.

Mike Rose, Blogger

April 30, 2014

1 Min Read
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Having unveiled its WebGL publishing tech at GDC last month, Unity has now talked more about the future of publishing Unity games for the web, providing examples of what it has managed to accomplish up to this point. In a new Unity blog post, programmer Jonas Echterhoff details the technical details of how Unity games are being run through a web browser via WebGL, the emscripten compiler and asm.js JavaScript. Echterhoff says that when WebGL first launches with Unity 5.0, it'll be in an early-access form and certain features will not be supported, such as script debugging, threads, and any .NET features requiring dynamic code generation. And he notes that, while WebGL is a big focus for Unity on the web right now, the current Unity Web Player is still the company's most feature-complete solution for the web right now, and as such, the company will continue to support the platform into Unity 5.x. You can try out a couple of demos right now via the Unity blog post. Dead Trigger 2 from Madfinger Games, for example, is available to play through your browser using this new tech. For an in-depth look into how Unity 5's WebGL publishing tech will play out, make sure you read our interview with the engineers behind the tech.

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