

NET 3.5, and as such, it offers access to more APIs, is compatible with more external libraries, and supports C# 6.

This functionality is deprecated, and should no longer be used.

NET implementation to use in your project. Valid values range from –128 to 127.Ĭonfiguration Configuration settings for the WebGL platform SettingĬhoose which. These values are applied to the light map textures as they are generated. Set the lightmap mip map streaming priority to resolve resource conflicts. Note: To use this setting, you must enable the Texture Streaming Quality setting. This value applies to the lightmap textures as they are generated.

Unity currently only supports Graphics Jobs when using Vulkan and this setting has no effect when using OpenGL ES.Įnable this option to load only the lightmap mip maps as needed to render the current game Cameras. It may not deliver a performance improvement for your project, and may introduce instability. This is intended to reduce the time spent in Camera.Render on the main thread, which is often a bottleneck. Note: Dynamic batching has no effect when a Scriptable Render Pipeline is active, so this setting is only visible when nothing is set in the Scriptable Render Pipeline Asset Graphics setting.Įnable this option to instruct Unity to offload graphics tasks (render loops) to worker threads running on other CPU cores. More info See in GlossaryĮnable this option to use Dynamic Batching on your build (enabled by default). The technique transforms all of the GameObject vertices on the CPU and groups many similar vertices together. More info See in GlossaryĮnable this option to use Static batching.ĭynamic Batching An automatic Unity process which attempts to render multiple meshes as if they were a single mesh for optimized graphics performance. Static Batching A technique Unity uses to draw GameObjects on the screen that combines static (non-moving) GameObjects into big Meshes, and renders them in a faster way. By default this option is enabled, and Unity includes WebGL2.0, with WebGL1.0 as a fallback for devices where WebGL2.0 is not supported. See the Linear rendering overview for an explanation of the difference between the two.ĭisable this option to manually pick and reorder the graphics APIs. Rendering Player settings for the WebGL platform PropertyĬhoose which color space should be used for rendering: Gamma or Linear. Use these settings to customize how Unity renders your game for the WebGL platform. By default, the main camera in Unity renders its view to the screen.
#BULLET FORCE WEBGL UNITY WEBGL PLAYER CODE#
The Minimal page has only the necessary boilerplate code to run the WebGL content.The Default page is a simple white page with a loading bar on a grey canvas.Select a template to use for your WebGL Project: Set the width of the WebGL canvas element.Įnable this option to allow your content to continue to run when the canvas or the browser window loses focus. Resolution section for the WebGL Player platform Resolution Setting This section allows you to customize the size and style. Also, the only settings on the Splash Image panel are the common Splash Screen settings.įor more information about WebGL Publishing Settings, see the WebGL Building and Running page. Note: Although the Icon panel appears on the WebGL Player window, there are no icon settings because WebGL games don’t use icons. You can find documentation for the properties in the following sections: For a description of the general Player settings, see Player. The Unity WebGL build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL rendering API to run Unity content in a web browser. This page details the Player settings specific to the WebGL A JavaScript API that renders 2D and 3D graphics in a web browser.
