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(1 edit)

Does this build for WebGL/run in browsers?

It seems to work on WebGL, yeah! However, as with all things WebGL, there may be issues that I haven't seen. The core tech seems to work, at least! I haven't tried collisions yet, but I don't think they're doing any that differently πŸ˜‚

I see! That's really awesome - I've been working myself on making ECS/DOTS (with Jobs and Burst) work in WebGL, which was an ordeal especially because the Hybrid Renderer does not yet support WebGL so I'm using Companion GameObjects for now (with all logic applied to entities and just the transform of the GameObject synced every frame).

There were a few other gotchas if you're interested, but at this point your approach seems way more feasible (also for not using preview packages~) Good work, thank you for sharing~!

it does use jobs, which is a preview package! But seems to be stable enough at this point ☺️ 

Sounds like we're doing mostly the same thing, essentially just rendering differently πŸ˜‚ most of it should be commented pretty extensively (except the editor tooling) so you should be able to work out what I've done.