It’s been a while since we announced our intention to switch to WebAssembly (a.k.a. Wasm) as the output format for the Unity WebGL build target. Since Unity 2018.2 is the release that finally delivers this change, we would like to explain how we got to this point and what this means for all of you who make interactive web content with Unity. The Road to Wasm We released WebAssembly support in Unity 5.6 as an experimental feature, more or less when it also became available in the four major desktop browsers. Since then, several improvements and bug fixes have been implemented in Unity as well as in the browsers. In the meantime, user adoption increased, and the feedback we received was positive. So the next step was obviously to support it officially: Unity 2018.1 marked the removal of the experimental label and, at the same time, we made it possible to make Wasm-only builds. Then in 2018.2, Wasm finally replaced asm.js as the default linker target. This means Unity 2018 LTS will default to Wasm when you’re publishing for the Unity WebGL build target. This is an important milestone for us since we’ve been working towards this goal for a… Read full this story
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