Unity 5.3 WebGL更新

The upcoming Unity 5.3 release is the fourth version of Unity to support WebGL publishing. We have made a lot of progress since we first shipped WebGL support as a Preview in Unity 5.0, so we would like to share some updates.

即将发布的Unity 5.3版本 是支持WebGL发布的Unity的第四个版本。 自从我们在Unity 5.0中首次将WebGL支持作为预览发布以来,我们已经取得了很大的进步,因此我们希望分享一些更新。

Unity 5.3中的更改 (Changes in Unity 5.3)

Unity 5.3 brings a series of improvements which are relevant to WebGL developers:

Unity 5.3带来了与WebGL开发人员相关的一系列改进:

  • The Unity Standard Shader now uses Desktop-quality reflection functions for WebGL. Previously, Unity WebGL would use a simplified version of the Standard Shader built for mobile devices using the OpenGL ES 2.0 graphics library. Now WebGL uses the same reflection functions as we use on the desktop, resulting in much better quality materials.

    现在,Unity Standard Shader使用WebGL的桌面质量反射功能。 以前,Unity WebGL将使用为使用OpenGL ES 2.0图形库的移动设备构建的Standard Shader的简化版本。 现在,WebGL使用与在桌面上使用的反射功能相同的反射功能,从而产生了质量更好的材料。

  • Soft shadow support.

    柔和的阴影支持。

  • Unity WebGL will now handle compression for you if the server is not configured to do it. Previously, WebGL would require you to set up your web server to serve gzip-compressed versions of your files to the clients. Otherwise, you would serve uncompressed data which would mean that downloads would be several times larger than they should be. As this turned to be confusing and difficult to set up, our WebGL runtime will now automatically download gzip-compressed versions of the data if the web server is not configured correctly to serve the compressed data. It will then decompress the gzip in JavaScript on the client side – which adds a small extra delay to having the compression handled on the protocol level (which still works if your web server is configured correctly), but which means that you no longer need to read your server manual to avoid unnecessarily huge downloads. (See Distribution size here).

    如果未配置服务器,Unity WebGL现在将为您处理压缩。 以前,WebGL要求您设置Web服务器,以将gzip压缩版本的文件提供给客户端。 否则,您将提供未压缩的数据,这意味着下载量将是应有量的几倍。 由于这变得令人困惑且难以设置,如果Web服务器未正确配置为提供压缩数据,则我们的WebGL运行时现在将自动下载数据的gzip压缩版本。 然后,它将在客户端JavaScript中解压缩gzip –在协议级别上处理压缩会增加一点额外的延迟(如果您的Web服务器配置正确,该压缩仍然有效),但这意味着您不再需要阅读服务器手册,以避免不必要的大量下载。 (请参阅 此处的 分发大小 )。

  • Data files will now be LZ4 compressed in memory. In WebGL, you don’t have access to a real file system. For this reason, we will keep all your assets in memory all the time. In Unity 5.3, asset data in memory is compressed using LZ4, and will only be decompressed when assets are loaded. This means that your asset data will use less space in memory, and you will be less likely to run out of memory.

    数据文件现在将在内存中被LZ4压缩。 在WebGL中,您无权访问真实的文件系统。 因此,我们将始终将您的所有资产保存在内存中。 在Unity 5.3中,使用LZ4压缩内存中的资产数据,并且仅在加载资产时对其进行解压缩。 这意味着您的资产数据将使用较少的内存空间,并且内存用尽的可能性也较小。

  • WebGL build files can now be more easily relocated to different urls. All files generated by the build process are now referenced directly in the generated index.html file. So if you want to deploy your build data to an external hosting solution it is now easier to configure, as all the urls you need to set are handily in one place. (See Moving build output files here).

    WebGL构建文件现在可以更容易地重定位到不同的URL。 现在,在生成的index.html文件中直接引用由构建过程生成的所有文件。 因此,如果您要将构建数据部署到外部托管解决方案,则现在更容易配置,因为您需要设置的所有URL都方便地放在一个地方。 (请参见 此处 移动构建输出文件 )。

  • WebGL in Unity Cloud Build is now a platform option. Team members can directly test the game/application in the browser.

    Unity Cloud Build中的 WebGL 现在是一个平台选项。 团队成员可以在浏览器中直接测试游戏/应用程序。

  • Improved documentation. For 5.3, we gave the WebGL documentation a makeover and added a lot of additional information. It was important for us to document, in detail, what things are currently not supported on the WebGL platform, or supported only on specific browsers.

    改进了文档。 对于5.3,我们对 WebGL文档进行 了改造,并添加了许多其他信息。 对于我们来说,详细记录WebGL平台当前不支持的功能或仅在特定浏览器上支持的功能非常重要。

  • Numerous bug fixes. Unity 5.3 has 28 WebGL-specific bug fixes compared to 5.2.x – and many other fixes which benefit WebGL users but are not specific to the platform. Additionally, several other WebGL-specific bug fixes have been deployed in various patch releases during the 5.2.x release cycle, which are now all being rolled into 5.3.

    大量错误修复。 与5.2.x相比,Unity 5.3具有28个特定于WebGL的错误修复程序,以及许多其他使WebGL用户受益但不特定于平台的修复程序。 此外,在5.2.x发行周期中,已在各种修补程序发行版中部署了其他几个特定于WebGL的错误修复程序,这些修补程序现已全部移植到5.3中。

使WebGL成为官方支持的Unity构建目标 (Making WebGL an officially supported Unity Build Target)

So far, WebGL in Unity has been available as an unsupported preview technology. With Unity 5.3, we are dropping the “Preview” label and making WebGL an officially supported build target. Our Premium and Enterprise support plans will now cover support tickets for the WebGL platform.

到目前为止,Unity中的WebGL已作为不受支持的预览技术提供。 使用Unity 5.3,我们将删除“预览”标签,并使WebGL成为官方支持的构建目标。 我们的高级和企业支持计划现在将涵盖WebGL平台的支持票。

Unity 5.3 delivers a bunch of improvements to WebGL developers as listed above. 5.2 and 5.1 have delivered similar improvements in the past. So we feel that WebGL in Unity has come a long way since we launched it in 5.0. Similarly, browser technology has improved over that timeframe. Microsoft shipped its new Edge browser in Windows 10, which supports asm.js and which runs Unity WebGL content much better the Internet Explorer 11 ever did, giving you a wider potential audience for Unity WebGL content.

如上所述,Unity 5.3为WebGL开发人员提供了许多改进。 5.2和5.1在过去进行了类似的改进。 因此,我们认为自从5.0版启动以来,Unity中的WebGL已经走了很长一段路。 同样,浏览器技术在这段时间内得到了改善。 微软在Windows 10中发布了其新的Edge浏览器,该浏览器支持asm.js,并且运行Unity WebGL内容的性能比Internet Explorer 11更好,为您带来了更多的Unity WebGL内容潜在受众。

So, the WebGL platform has significantly improved since we shipped the Preview in 5.0. However, this does not mean that all features of Unity will now suddenly work in WebGL, or that performance will now match native builds, or even that any content will reliably run on any browser. There are improvements in each of these areas, but they happen very gradually. Overall, however, we feel that we have a product which works well within the constraints of the platform, and we think that this is a good time to start officially supporting the WebGL build target. We have put a lot of work into our documentation to make it clearly state what limitations you are expected to run into and on what browsers.

因此,自从我们在5.0版中发布了Preview以来,WebGL平台有了显着的改进。 但是,这并不意味着Unity的所有功能现在都可以在WebGL中突然使用,或者性能现在可以与本机版本匹配,甚至不意味着任何内容都可以在任何浏览器上可靠地运行。 每个方面都有改进,但进展是非常缓慢的。 但是,总的来说,我们认为我们有一款可以在平台约束下正常运行的产品,并且我们认为现在是开始正式支持WebGL构建目标的好时机。 我们已经在文档中进行了大量工作,以使其清楚地说明您期望 在哪些浏览器上 遇到哪些限制 。

与浏览器供应商合作 (Working with the browser vendors)

Our WebGL deployment solution relies heavily on web technologies provided by the browsers. We have been working closely with all the major browser vendors over the past few years to drive incremental improvements of these technologies.

我们的WebGL部署解决方案在很大程度上依赖于浏览器提供的Web技术。 在过去的几年中,我们一直与所有主要的浏览器供应商紧密合作,以推动这些技术的逐步改进。

Mozilla’s Director of Platform Product Management, Martin Best said “Today marks a milestone as Unity takes the next steps to provide full support for the WebGL export target. Mozilla pioneered technologies such as asm.js, WebGL, and Emscripten that make this possible and we are energized to continue working closely with Unity and other browser makers to create the best gaming experiences on the Web.” More info on Mozilla’s blog.

Mozilla平台产品管理总监Martin Best说: “今天标志着一个里程碑,因为Unity采取了下一步措施,为WebGL导出目标提供全面支持。 Mozilla率先采用了asm.js,WebGL和Emscripten等技术,使这一切成为可能。我们充满活力地继续与Unity和其他浏览器制造商紧密合作,以创造最佳的网络游戏体验。” 有关Mozilla博客的更多信息

At Microsoft, David Catuhe, Principal Program Manager focused on Edge and Open Web Standards commented: “WebGL and asm.js in Microsoft Edge are an important part of providing a complete web experience to Windows 10 users. By releasing its WebGL build target, Unity enables developers to deliver great gaming experiences on the Web to our users. It’s also a great opportunity for us to continue to work together on improving WebGL, asm.js and other enhancements we are bringing to the web platform.”

在微软,专注于Edge和Open Web Standards的首席项目经理David Catuhe评论道: “ Microsoft Edge中的WebGL和asm.js是向Windows 10用户提供完整Web体验的重要组成部分。 通过发布其WebGL构建目标,Unity使开发人员能够在Web上为我们的用户提供出色的游戏体验。 对于我们来说,这也是继续合作改进WebGL,asm.js和我们将带到Web平台的其他增强功能的绝佳机会。”

Google Chrome WebGL team Brandon Jones, Zhenyao Mo and Ken Russell expressed similar sentiment for the developer community, declaring: “Unity’s support for HTML5 and WebGL deployments is one of the most exciting developments in the ecosystem to date. Developers worldwide will bring their amazing content to the web using Unity’s toolchain. We look forward to continuing to improve the performance and functionality of the web platform to enable even more exciting interactive content.”

Google Chrome WebGL团队Brandon Jones,Mohenyao Mo和Ken Russell对开发人员社区表达了类似的看法,并宣称: “ Unity对HTML5和WebGL部署的支持是迄今为止生态系统中最激动人心的开发之一。 全球开发人员将使用Unity的工具链将其惊人的内容发布到网络上。 我们期待继续改善网络平台的性能和功能,以实现更精彩的交互式内容。”

轮到你 (Your turn)

We believe that Unity’s WebGL export is the future of gaming on the web. Join the list of Unity WebGL titles already published to the web today, such as Heroes Of Paragon, Spider Box, Big Buck Hunter.

我们相信Unity的WebGL导出是网络游戏的未来。 加入今天已经发布到网络上的Unity WebGL标题列表,例如 Paragon英雄Spider BoxBig Buck Hunter

To get started:

开始:

翻译自: https://blogs.unity3d.com/2015/12/07/unity-5-3-webgl-updates/

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