More info on the project here: https://www.littleworkshop.fr/projects/5milliondevs/
More info on the project here: https://www.littleworkshop.fr/projects/5milliondevs/
It's okay if the reason is, "because we make websites and the programming we know is Javascript" or whatever. It doesn't have to be about some objective comparison, like optimization or whatever, which isn't going to be true or necessarily matter anyway.
However, mobile browsers will be supported with Unity 6 web exports, still experimental currently AFAIK, but that should become a viable option soon.
Hmm... Unity WebGL has worked correctly on Mobile Safari since 2013. Support has probably been flawless since around 2019. It has been supported in all the ways that matter for a long time.
From the article:
Android and iOS browser support has arrived With Unity 6 Preview. Now, you can run your Unity games anywhere on the web, without limiting your browser games to desktop platforms.
https://unity.com/blog/engine-platform/unity-6-preview-relea...
During the project, we discussed adding a speed-run mode but ultimately had to drop this feature due to time constraints. However, we intentionally included some shortcuts in the level design with that intent in mind.
Still, very cool. Too cool to waste on marketing in fact :)
NBD but sharing in case you want this kind of playtesting feedback!
I was personally looking more for details on dealing with JS and its GC and keeping things smooth on that front.