i'm trying to built my game, made in Unity 2018.3, and i'm trying to built it in WebGL, but the problem is this: built was succeeded, but the Folder is still Empty, and here is the problem occured: This was never happened to me before. anybody know how to fix it? … [Read more...] about Unity WebGL Build: Why it shows only Empty Folder?
Unity webgl games
I want to make an online WebGL game with Unity with button based interaction. So far I have my login and registration system, with some tables in MySQL to deal with that kind of stuff. Next I need to deal with timed events. In the game, you will start a mission just by pressing a button then you will wait a bit, like ten minutes. How can I implement this wait? Should I write a waiting routine in PHP, or use MySQL scheduled events? If using events, how many scheduled events can MySQL handle? Or should I use another server-side solution for that? … [Read more...] about Timed Events in a Unity WebGL game with a PHP / MySQL Server
I have a page with unitywebgl and some other extra input controls like for number and name but the problem is, the other html input control are not getting input from keyboard. After searching i found By default, Unity WebGL will process all keyboard input send to the page, regardless of whether the WebGL canvas has focus or not. This is done so that a user can start playing a keyboard-based game right away without the need to click on the canvas to focus it first. However, this can cause problems when there are other HTML elements on the page which should receive keyboard input, such as text fields - as Unity will consume the input events before the rest of the page can get them. If you need to have other HTML elements receive keyboard input, you can change this behavior using the WebGLInput.captureAllKeyboardInput property. But the problem is that I don't want to disable the input for unitywebgl. So i found another link but the problem is i don't where should I implement it? … [Read more...] about unity webgl keyboard input is not working
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 … [Read more...] about WebAssembly is here! – Unity Blog