Support webgl
Author: w | 2025-04-24
The webgl report page ( WebGL Report WebGL 1 WebGL 2 This browser supports WebGL 1, but it is disabled or unavailable. Sometim WebGL Report - Way to view the details of what your browser supports for WebGL. WebGL Support Stats - Interactive dashboard showing the support for WebGL features in different browsers and devices. WebGL Texture Tester - Attempts to load one of every texture format supported by WebGL, intended to quickly show which formats your browser/device
WebGL Earth - WebGL not supported
Default Quality Setting loaded at player start up. Note that the diffent multi sampling levels have no effect in WebGL. In addition, be aware that any post-processed effect applied to the camera disables the built-in Anti-Aliasing on WebGL1.0. There is no such limitation on WebGL2.0.Reflection ProbesReflection probes are supported in WebGL, but due to limitations in the WebGL specification about rendering to specific mipmaps, smooth realtime reflection probes are not supported (so realtime reflection probes will always generate sharp reflections, which may appear very low-resolution). Smooth realtime reflection probes will require WebGL 2.0.WebGL 2.0 supportUnity includes support for the WebGL 2.0 API, which brings OpenGL ES 3.0-level rendering capabilities to the web.By default, Unity WebGL builds support both WebGL 1.0 and WebGL 2.0 APIs, This can be configured in the WebGL Player Settings > Other Settings; to do this, uncheck Automatic Graphics API.When WebGL 2.0 is supported in browsers, content can benefit from a better quality in the Standard Shader, GPU Instancing support, directional lightmap support, no restrictions on indexing and loops in shader code, and better performance.Debugging and trouble shooting WebGL builds
WebGL is not supported - Browser Support - Brave
Redesigned internal key and mouse event handling system: These events are now handled instantly, previously they were processed during the next frame. For large, slow scenes, this could cause a small delay, sometimes. Also, with this change, it is now possible to do system calls in Flash and WebGL which rely on instant event processing for security reasons. Default mode for redrawing in Flash and WebGL is now 'every frame' instead of 'when scene changed' Want to get notified when a new version of Coppercube will be released? Older News CopperCube 4.4 released. Adding support for fast rendering plants and grass patches, dynamic loading of textures during runtime, collision detection settings cloning enabling the creation of advanced apps like level editors, improved plugin creation tools, improved WebGL support for Firefox and Chrome, updated documentation, bug fixes and more. Details here. CopperCube 4.3 released. Adding support for WebGL in Internet Explorer 11, new integrated web server for better developing WebGL in Chrome and IE11, improved collision detection, Android Menu key handler, updated documentation, bug fixes and more. CopperCube 4.2.1 released. Bug fix release, including support for Google's latest Android SDK, and support for WebGL in Chrome for Androids. CopperCube 4.2 released. Added support for normal maps, import of static Blender .blend files and support for precalculated lightmaps. Option to use the current desktop resolution for full screen apps, open folder of textures from the editor, improved performance for .3ds, .lwo, .dae, .ase, .ply, .dxf, .cob and .scn importers, enhanced COLLADA support, new extension actions and plugins, more documentation with new tutorials, bug fixes and lots of other minor new features. Details here. CopperCube 4.0.5 released. Includes basically bug fixes, mostly for the new (beta) scripting system, increases performance for WebGL, Android and Flash. Details here. CopperCube 4.0.4 released. New beta features: Entirely new scripting system ('CopperCube for Game Developers'): All targets now support JavaScript scripting, using the same API. New behaviors and actions can now be added yourself, or downloaded from the internet. Other: Multitouch support on Android, WebGL speed improvements and ~50% improved download size, extended 'if' action, sound volume and collision details control via variables, improved COLLADA import, various bug fixes. Details here. CopperCube 4.0.3 released. Enhanced Game AI, actions for paths, better font support on WebGL and Android, improvements for the Android target, bug fixes. Details here. CopperCube 4.0.2 released. Extended cloning mechanism, improved physics on android, more WebGL publishing options, several bug fixes and improvements. Details here. CopperCube 4.0.1 released. Faster Android apps, zooming for the model viewer camera, several smaller bug fixes. Details here. CopperCube 4.0 released. Android support, Particle systems, Touchscreen support for mobile devices, customizable loading screens for all targets, Multiline text, more andFix: WebGL is Not Supported - Appuals
Apps. other, smaller new features: When scripting and using the function ccbSetSceneNodeProperty(), it is now also possible to set a color using its RGB values, for example by ccbSetSceneNodeProperty(s, "Color", 255, 128, 0); It is now possible to change the background color of the scene using scripting. Use 'BackgroundColor' of the root object for this. It is now possible to change the fog color of the scene using scripting. Use 'FogColor' of the root object for this. WebGL client now again shows details of errors if a specific file could not be loaded. Fixed a bug in the extension script action ('do something later') which wouldn't work sometimes on some operating systems. Redownload that script if you discover this problem. Fixed a bug causing the cloning of octree triangle selectors not to work anymore when compressed source using Google's closure was used. Fixed a bug causing automatically generated directional light getting invalid unique ids assigned by default. Added translations: Farsi Hindi Chinese Polish Czech CopperCube 5.4 released This is a free update for all existing users, download it here. New in this update: Heightmap import support for terrain If you want to sculpt your 3D world terrain with another software, you can do this now, too. Coppercube now is able to import terrain heightmaps of the formats .raw, .r16, .r32, .png, .tga and .pgm. It also has the option to automatically apply textures to imported terrain and distribute grass onto it. Integrated Texture Packer CopperCube now has an integrated texture packer. This is useful if you are using 3D models (for example downloaded from the web) which weren't optimized for games. Most of 3D models available online have lots of textures applied to them, which slows down your game while rendering. You can now simply right-click such a model in your game, and select "Modify -> Pack all textures of selection into one". This will optimize your 3d model and make it render much faster. Much smaller, compressed files for WebGL CopperCube now generates up to -80% smaller files for WebGL (depending on content). Files are now compressed, causing WebGL websites to download and start much quicker. This feature is optional and can be turned off in the publishing settings. Much smoother first person shooter style camera The first person shooter camera now has a new property named 'movement smoothing', which when turned on causes the movement of the player to be much softer, even on very slow systems. This is nice especially for mobile apps and the WebGL target, but movement also on the Windows and Mac OS X apps feels now much more natural, when turned on. Full web page WebGL support There is now an option in. The webgl report page ( WebGL Report WebGL 1 WebGL 2 This browser supports WebGL 1, but it is disabled or unavailable. SometimWebGL Not Supported - Microsoft Community
Debugging and trouble shooting WebGL buildsWebGL is an API for rendering graphics in web browsers, which is based on the functionality of the OpenGL ES graphics library. WebGL 1.0 roughly matches OpenGL ES 2.0 functionality, and WebGL 2.0 roughly matches OpenGL ES 3.0 functionality.Deferred RenderingUnity WebGL only supports Deferred Rendering Path if WebGL2.0 is available. On WebGL1.0, Unity WebGL runtime will fallback to Forward Rendering.Global IlluminationUnity WebGL only supports baked GI. Realtime GI is not currently supported in WebGL. Furthermore, only Non-Directional lightmaps are supported.Procedural MaterialsUnity WebGL does not support Procedural Materials at runtime. Like on other unsupported platforms, Procedural Materials will be baked into ordinary Materials during the build.Linear RenderingWebGL does not support linear color space rendering.MovieTexturesWebGL does not support playing Video using the MovieTexture class. However, you can efficiently play back video in your WebGL content using the HTML5 video element. Download this Asset Store package for an example of how to do so.WebGL Shader code restrictionsThe WebGL 1.0 specification imposes some limitations on GLSLS shader code, which are more restricted then what many OpenGL ES 2.0 implementations allow. This is mostly relevant when you write your own shaders.Specifically, WebGL has restriction on which values can be used to index arrays or matrices: WebGL only allows dynamic indexing with constant expressions, loop indices or a combination. The only exception is for uniform access in vertex shaders, which can be indexed using any expression.Also, restrictions apply on control structures. The only type of loops which are allowed are counting for loops, where the initializer initializes a variable to a constant, the update adds a constant to or subtracts a constant from the variable, and the continuation test compares the variable to a constant. for loops which don’t match those criteria and while loops are not allowed.Font renderingUnity WebGL supports dynamic font rendering like all Unity platforms. However, it does not have access to the fonts installed on the user’s machine, so any fonts used must be included in the project folder (including any fallback fonts for international characters, or bold/italic versions of fonts), and set up as fallback font names.Anti-AliasingWebGL supports anti-aliasing on most (but not on all) combinations of browsers and GPUs. To use it, anti-aliasing must be enabled in the default Quality Setting for the WebGL platform. Switching quality settings at runtime will not enabled or disable anti-aliasing - it has to be set up in theWebGL in Chrome Not Supported - Dell
Includes several bug fixes with WebGL CopperCube 2.2 released. Adds new materials (fake reflections), a wireframe mode, support for setting, manipulating and reading variables via actions, and lots of minor improvements and bug fixes. CopperCube 2.0 released. Adds undo and redo to the editor, support for game AI behaviors (for example for creating enemies for games), shooting, timer and other behaviors and actions, update to the latest WebGL specification and a lot more. CopperCube 1.4.1 released. Adds support for character animation in the WebGL target and various other small improvements. CopperCube 1.4.0 released. Includes support for Mac OS X (also on Windows), adds support for 3D Studio Max .ase, Stanford Polygon Lib .ply, AutoCAD .dxf and Truespace .cob and .scn files, improves COLLADA .dae, Lightwave .lwo and 3D Studio .3ds importers. Also, gives the possibility to use own prefabs and adds various other improvements. CopperCube Beta for Mac released. The first beta version of CopperCube for Mac has been released. This version runs on Mac OS X 10.4 and later (intel only) but may contain bugs and errors. CopperCube 1.2.2 released. Added 'On Cursor moved over do something' behavior, multiple sky box support for flash, 'create plane' now with texture repeat option, collision detection for WebGL target, tooltips on texture displays and various bug fixes. CopperCube 1.2.1 released. Fixed WebGL target for MacOSX and a bug with the flash target. CopperCube 1.2.0 released. Added support for WebGL and JavaScript, using CopperLicht. CopperCube 1.1.3 released. Adds the option to open .ccb files with a click in the windows explorer and an .irr scene exporter. CopperCube 1.1.2 released. Adds 2D overlays (to show 2D images, buttons, text displays and similar), transparent background rendering (wmode=transparent), new actions, and more. CopperCube 1.1.0 released. Adds realtime 3D character animation. CopperCube 1.0.6 released. Includes the new Event/Action system and Flash Player 10 3D capabilities.WebGL support in Microsoft Edge
Extended actions and behaviors (cloning, deleting, vehicles, random positions, etc.), new examples and prefabs, lots of other improvements. Details here. CopperCube 3.5.1 released. Small bug fixes for the flash publishing target. Update recommended. CopperCube 3.5 released. Adds support for unicode (Russian, Japanese, etc texts and files now working), redesigned user interface, support for copying and pasting behaviors, new special runtime variables like '.damage' and '.movementspeed', bug fixes. CopperCube 3.1.0 released. Adds an improved material window, the possibility of attaching any object to a camera (like weapons in first person shooters), improved dynamic lighting in WebGL and Flash, new actions and behaviors (restart a scene, do something before first frame, improved keyboard controlled object), dynamic variables (like "#scenenode1.health" for game AI), faster publishing, improved 3D file importers, bug fixes. CopperCube 3.0.3 released. Adds support for Vertex colors, and the ability to import huge 3D models, also from the formats .dae (collada), .ase, .ply, .dxf, .cob, .3ds, .lwo and scn. CopperCube 3.0.2 released. Adds WebGL performance improvements, new example (third person camera) and various bug fixes. CopperCube 3.0.1 released. Includes a few bug fixes with Flash and WebGL. CopperCube 3.0 released. Adds dynamic lights for all targets, plugins, JavaScript as language for for Mac .app and Windows .exe, polygon editing tools in the editor, audio for WebGL target, double sided materials, new actions, improved model viewer camera, better 3rd person camera for indoor scenes, improved file importers, and much, much more. CopperCube 2.5.5 released. Adding support for the latest, updated Adobe Molehill Beta. CopperCube 2.5.4 released. Added enhancements for Firefox 5 support (WebGL), material index parameter for the 'Change texture of a scene node' action and fixed a few minor bugs. CopperCube 2.5.3 released. Added third person camera control, command line interface (professional version only), several bug fixes and minor changes. CopperCube 2.5.2 released. Improving compatibility with the just released Firefox 4 final version. CopperCube 2.5.1 released. Fixing a few bugs, it is recommended to update to this version from 2.5. CopperCube 2.5 released. Adds support for Adobes just released Molehill API in Flash: real hardware accelerated 3D graphics. Adobe MoleHill is still in Beta, and you need to enable this feature in CopperCube in the Publishing Settings. CopperCube 2.2.3 released. Adds viewports for cameras to the editor, scaling in all direction by holding down shift, improved first person shooter camera control for Flash and WebGL (looking by moving mouse), lots of enhancements to various actions and behaviors, access to CopperCube variables via Actionscript, JavaScript and Squirrel, possibility to jump in first person cameras, much improved performance for collision dection and response, fixed bugs with several file format importers (.3ds, .obj, .dae, .dxf, .cob and .lwo), and much more. CopperCube 2.2.1 released.WebGL: supported browsers and troubleshooting
A non-exhaustive list of WebGL and WebGPU frameworks and libraries. It is mostly for learning purposes as some of the libraries listed are wip/outdated/not maintained anymore.Engines and libraries ⚙️NameStarsLast CommitDescriptionthree.jsJavaScript 3D librarystack.glan open software ecosystem for WebGL, built on top of browserify and npm.PixiJSSuper fast HTML 5 2D rendering engine that uses webGL with canvas fallbackPexPex is a javascript 3d library / engine allowing for seamless development between Plask and WebGL in the browser.Babylon.jsa complete JavaScript framework for building 3D games with HTML 5 and WebGLFilamentFilament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS and WASM/WebGLClayGLA WebGL graphic library helping you to build scalable Web3D applicationsAwayJSAwayJS is a graphics library for javascript written in typescriptSceneJSAn extensible WebGL-based engine for high-detail 3D visualisationBlend4Weba tool for interactive 3D visualization on the InternetPlayCanvasJavaScript game engine built on WebGL and WebVRTurbulenzTurbulenz is a modular 3D and 2D game framework for making HTML5 powered games for browsers, desktops and mobile devices.Hilo3da WebGL Rendering Engine.litesceneA WebGL 3D Engine library with component-based node hierarchy. Used by WebGLStudio.Two.jsA renderer agnostic two-dimensional drawing api for the web.webgl-operateA TypeScript based WebGL rendering framework.RhodoniteRhodonite Web3D Library in TypeScriptZograA simple WebGL2 renderer.LayaAirLayaAir is an open-source 2D/3D engine. LayaAir Engine is designed for high performance games.libGDXDesktop/Android/HTML5/iOS Java game development framework.LittleJSLittleJS is a HTML5 game engine with many features and no dependencies.Galacean EngineA typescript interactive engine, support 2D, 3D, animation, physics, built on WebGL and glTF.NameStarsLast CommitDescriptiondawnDawn, a WebGPU implementationwgpuSafe and portable GPU abstraction in Rust, implementing WebGPU API.RedGPURedGPU - Javascript webGPU Enginesokol3D-API wrapperwgpuNative WebGPU implementation based on gfx-haldgelA WebGPU engine.YUEPersonal WebGPU based 3D renderer.Simple-GPUFunctional WebGPU.VelloAn experimental GPU compute-centric 2D renderer.GWebGPUEngineA WebGPU Engine for real-time rendering and GPGPU.OrillusionOrillusion is a pure Web3D rendering engine which is fully developed based on the WebGPU standard.SWGPUA complete, fast and fun web game engine with examples.XGPUa higher-level, easy-to-use interface for building rendering engines or processing numeric data.webgpu-rendererA simple renderer implemented by WebGPU, includes a builtin path tracing pipeline.pointsA Generative Art library made in WebGPUWebGPU RaytracerRealtime path tracing via WebGPU compute shadersWebGPU-KitA minimal webGPU toolkit for rendering and compute pipelinesshadeupA language for WebGPU that makes writing shaders easierSundown EngineWebGPU game engine for fun and games.CobaltWebGpu 2D renderer.Toolkits and micro frameworks 🧰NameStarsLast CommitDescriptionreglFast functional WebGLlightgl.jsA lightweight WebGL libraryTWGLA Tiny WebGL helper Libraryp5.jsa new interpretation of Processing, not an emulation or port.Foura slightly higher level graphics API based on WebGL 1.0TDLTDL is a low-level library for WebGL apps (see TWGL)KickJSA WebGL game engine for modern web-browsersnanoglwebgl micro frameworkAlfridA WebGL tool setMediumProgressive WebGL toolkit for artPicoGL.jsA minimal WebGL 2-only rendering libraryO-GLMinimal WebGL frameworkmini-webglMini toy WebGL libraryphenomenon-pxThe fastest way to create pixel shaders.zen-3dJavaScript 3D library.GLOWGLOW is a WebGL wrapper, which focuses on easy creation and use of shaders.HelixA. The webgl report page ( WebGL Report WebGL 1 WebGL 2 This browser supports WebGL 1, but it is disabled or unavailable. Sometim
browser support for Unity webGL
There is now a command to save the texture as file to disk. It's possible to use the mouse wheel in the prefabs window Removed feature: It is no longer possible to target Flash players older than version 11 When switching the perspective, orthogonal views now place the camera more nicely. The path tool new works a bit nicer when adding new path nodes. Lots of updates to the documentation. CopperCube 4.5.1 released This is a small bug fix release, download it here: Fixed a bug causing mouse and key events not to work on the root scene node in WebGL, Flash and Android CopperCube 4.5 released CopperCube has just been released in version 4.5. It is a free update, you can download it from the download page. New features are: Oculus Rift support WebGL and Flash fullscreen mode and mouse pointer locking Touch events for WebGL New internal key and mouse event handling system (much more responsive now) CopperCube Oculus Rift support being tested Additionally, there is a new online demo available, showing the fullscreen and mouse locking in action. You can run it as WebGL and Flash or version directly from this website, using this link. The demo looks like this: Screenhot of the new demo The demo is also available as windows .exe with support for the Oculus Rift, download it here: CopperCube Oculus Rift demo (25 MB) The new Oculus Rift support is basically just an option to enable in the publishing settings of the editor: New option for creating apps with Oculus Rift support Detailed change log for version 4.5: Added support for the Oculus Rift VR device. The professional edition of CopperCube now is able to create apps running with the Oculus Rift, DK1 and probably also newer. Support for this is beta only, but it already works nicely. It only works with the Windows .exe target, though. To use it, simply check the 'Oculus Rift support' checkbox and whereever you are using a first person shooter style camera in your app, the user has full control over it using the Rift. WebGL and Flash fullscreen mode and mouse pointer locking is supported now. This is useful for nice first person shooter cameras, for example. There is a downloadable action for this available from here. But also available as the new JavaScript function ccbSwitchToFullscreen(). Works in Chrome, Firefox and in IE (while only fullscreen is supported in IE) WebGL now supports touch events. Meaning it also works nicely on Firefox and Chrome when using it on a touch screen device. CopperCube now requires minimum Flash Player 11.2 when publishing as hardware accelerated Flash app. (Because that version introduced the now supported mouse pointer locking)WebGL Earth - WebGL not supported
Perform better on the target browser. other, smaller new features: Updated documentation with examples and more details Improved french translation Extension scripts in WebGL now also can handle right mouse button events A handfull of smaller bug fixes. CopperCube 5.3 released This is a free update for all existing users: Fog Rendering Added Fog rendering support. You can now add fog to your scenes simply by clicking the "Fog" checkbox on the root node of your scene. Looks great on terrain. Fog color and density are adjustable. See documentation for more details. Greatly Improved Blender file loader CopperCube can now import most low poly Blender .blend files without problems. If you are using Blender as 3D modelling software, you probably don't need to export your files anymore, and can just import the .blend files directly into CopperCube. Experimental .FBX file import The editor now can import .FBX files with the following limitations: Import works for static meshes, animated meshes are not yet supported Working are FBX version 2011, 2012 and 2013. Older formats are not supported. Android source code Users of the pro edition now have access to the full Android client source code. It consists of about 150 java files, and can be used to extend your game for example to include ads, or similar. Performance improvements Sound output now runs about 20% faster on Windows and Mac OS X. Also, on Android, WebGL and Flash, collision detection is now much more smooth and faster, using even less CPU time now. More fine grained sound control There is now a new action named "Stop Sound". This can be used to stop a specific single sound. Very useful for controlling the sound environment, and to create stuff like dialogs which can be cancelled, and similar. There is also a corresponding new scripting function available, see below. WebGL pinch detection and dynamic scene loading Added support for touch pinch gesture detection in WebGL: Pinches are reported as mousewheel events. Also, if you are using the open source WebGL library for scripting your games, there is now the possibility for loading additional files as scenes during runtime on the fly. This means you can now create even bigger games and scenes and only load them when needed. See the CopperLicht::load() function documentation for this. Spanish translation In addition to the already existing 7 translations, the editor now is also available in Spanish. It will switch automatically to spanish if your operating system uses that language, you can switch it back in the options menu. other, smaller new features: New scripting functions: ccbStopSound: Stops a single specific sound, similar to the action "stop sound" ccbSetSceneNodeParent: Sets the parent scene node of a scene. The webgl report page ( WebGL Report WebGL 1 WebGL 2 This browser supports WebGL 1, but it is disabled or unavailable. Sometim WebGL Report - Way to view the details of what your browser supports for WebGL. WebGL Support Stats - Interactive dashboard showing the support for WebGL features in different browsers and devices. WebGL Texture Tester - Attempts to load one of every texture format supported by WebGL, intended to quickly show which formats your browser/deviceWebGL is not supported - Browser Support - Brave
Events Fixed a bug reported as 'portal bug': causing objects controlled by keyboard to move too much after switching scenes Other bug fixes: Editor: Fixed problem with unicode characters in scene names CopperCube 5.2.1 released This is a small bug fix release, download it here: Fixed bug causing 3D grid not to be shown Fixed bug causing Android apps not to be written out using the 'INTERNET' permission, causing functions like 'ccbDoHTTPRequest' not to work CopperCube now works nicely with windows shutdown or restart requests CopperCube's installer is now signed and will work nicely when downloading through Internet Explorer CopperCube 5.2 released This is free update for all existing users with some nice new features and bug fixes: Realistic Realtime Water Added realtime reflecting water surfaces. There is now a special scene node which renders water surfaces and can be used to create rivers, lakes, and oceans. It is highly configurable, so it can be used to create various, realistic looking water surfaces. It works on all targets (Windows, Mac OS X, WebGL, Flash and Android) Procedural Tree Generator There is now an interactive tree generation user interface for creating procedural generated 3D trees: Localization (German and English for now) The editor now supports german and has a german user interface, if you are running your operating system in german. This feature can be disabled in the options dialog. It is also possible to add other languages on your own now. See the 'language' folder in the installation location of CopperCube for this. DPAD support on Android Added DPad support for the Android target. That's the directional pad available on some android devices, and your games can now use it. It will behave like the cursor keys on the other targets. 21 day trial The trial period is now 21 days instead of 14 days, so you can try CopperCube even longer now. other, smaller changes:: The editor now has a slightly updated and modernized user interface The editor now works nicely also whith big and very large Fonts selected in the current Window Manager There is now a new sky box prefab available, with a blue sky Full screen with pointer lock now works again on Chrome in WebGL mode. Previously, this stopped working after Google changed their implementation. 2D Overlays in WebGL are no longer drawn 'blurry' and are shown now more clearly in WebGL Fixed a bug causing keyboard and mouse input not to work for extension behaviors sometimes for Cameras on the Windows .exe and Mac OS X .app targets. Fixed a bug causing animated rotations (done by actions) not to work correctly under special circumstances The effects example has been updated In WebGL Target, fixedComments
Default Quality Setting loaded at player start up. Note that the diffent multi sampling levels have no effect in WebGL. In addition, be aware that any post-processed effect applied to the camera disables the built-in Anti-Aliasing on WebGL1.0. There is no such limitation on WebGL2.0.Reflection ProbesReflection probes are supported in WebGL, but due to limitations in the WebGL specification about rendering to specific mipmaps, smooth realtime reflection probes are not supported (so realtime reflection probes will always generate sharp reflections, which may appear very low-resolution). Smooth realtime reflection probes will require WebGL 2.0.WebGL 2.0 supportUnity includes support for the WebGL 2.0 API, which brings OpenGL ES 3.0-level rendering capabilities to the web.By default, Unity WebGL builds support both WebGL 1.0 and WebGL 2.0 APIs, This can be configured in the WebGL Player Settings > Other Settings; to do this, uncheck Automatic Graphics API.When WebGL 2.0 is supported in browsers, content can benefit from a better quality in the Standard Shader, GPU Instancing support, directional lightmap support, no restrictions on indexing and loops in shader code, and better performance.Debugging and trouble shooting WebGL builds
2025-04-01Redesigned internal key and mouse event handling system: These events are now handled instantly, previously they were processed during the next frame. For large, slow scenes, this could cause a small delay, sometimes. Also, with this change, it is now possible to do system calls in Flash and WebGL which rely on instant event processing for security reasons. Default mode for redrawing in Flash and WebGL is now 'every frame' instead of 'when scene changed' Want to get notified when a new version of Coppercube will be released? Older News CopperCube 4.4 released. Adding support for fast rendering plants and grass patches, dynamic loading of textures during runtime, collision detection settings cloning enabling the creation of advanced apps like level editors, improved plugin creation tools, improved WebGL support for Firefox and Chrome, updated documentation, bug fixes and more. Details here. CopperCube 4.3 released. Adding support for WebGL in Internet Explorer 11, new integrated web server for better developing WebGL in Chrome and IE11, improved collision detection, Android Menu key handler, updated documentation, bug fixes and more. CopperCube 4.2.1 released. Bug fix release, including support for Google's latest Android SDK, and support for WebGL in Chrome for Androids. CopperCube 4.2 released. Added support for normal maps, import of static Blender .blend files and support for precalculated lightmaps. Option to use the current desktop resolution for full screen apps, open folder of textures from the editor, improved performance for .3ds, .lwo, .dae, .ase, .ply, .dxf, .cob and .scn importers, enhanced COLLADA support, new extension actions and plugins, more documentation with new tutorials, bug fixes and lots of other minor new features. Details here. CopperCube 4.0.5 released. Includes basically bug fixes, mostly for the new (beta) scripting system, increases performance for WebGL, Android and Flash. Details here. CopperCube 4.0.4 released. New beta features: Entirely new scripting system ('CopperCube for Game Developers'): All targets now support JavaScript scripting, using the same API. New behaviors and actions can now be added yourself, or downloaded from the internet. Other: Multitouch support on Android, WebGL speed improvements and ~50% improved download size, extended 'if' action, sound volume and collision details control via variables, improved COLLADA import, various bug fixes. Details here. CopperCube 4.0.3 released. Enhanced Game AI, actions for paths, better font support on WebGL and Android, improvements for the Android target, bug fixes. Details here. CopperCube 4.0.2 released. Extended cloning mechanism, improved physics on android, more WebGL publishing options, several bug fixes and improvements. Details here. CopperCube 4.0.1 released. Faster Android apps, zooming for the model viewer camera, several smaller bug fixes. Details here. CopperCube 4.0 released. Android support, Particle systems, Touchscreen support for mobile devices, customizable loading screens for all targets, Multiline text, more and
2025-04-21Debugging and trouble shooting WebGL buildsWebGL is an API for rendering graphics in web browsers, which is based on the functionality of the OpenGL ES graphics library. WebGL 1.0 roughly matches OpenGL ES 2.0 functionality, and WebGL 2.0 roughly matches OpenGL ES 3.0 functionality.Deferred RenderingUnity WebGL only supports Deferred Rendering Path if WebGL2.0 is available. On WebGL1.0, Unity WebGL runtime will fallback to Forward Rendering.Global IlluminationUnity WebGL only supports baked GI. Realtime GI is not currently supported in WebGL. Furthermore, only Non-Directional lightmaps are supported.Procedural MaterialsUnity WebGL does not support Procedural Materials at runtime. Like on other unsupported platforms, Procedural Materials will be baked into ordinary Materials during the build.Linear RenderingWebGL does not support linear color space rendering.MovieTexturesWebGL does not support playing Video using the MovieTexture class. However, you can efficiently play back video in your WebGL content using the HTML5 video element. Download this Asset Store package for an example of how to do so.WebGL Shader code restrictionsThe WebGL 1.0 specification imposes some limitations on GLSLS shader code, which are more restricted then what many OpenGL ES 2.0 implementations allow. This is mostly relevant when you write your own shaders.Specifically, WebGL has restriction on which values can be used to index arrays or matrices: WebGL only allows dynamic indexing with constant expressions, loop indices or a combination. The only exception is for uniform access in vertex shaders, which can be indexed using any expression.Also, restrictions apply on control structures. The only type of loops which are allowed are counting for loops, where the initializer initializes a variable to a constant, the update adds a constant to or subtracts a constant from the variable, and the continuation test compares the variable to a constant. for loops which don’t match those criteria and while loops are not allowed.Font renderingUnity WebGL supports dynamic font rendering like all Unity platforms. However, it does not have access to the fonts installed on the user’s machine, so any fonts used must be included in the project folder (including any fallback fonts for international characters, or bold/italic versions of fonts), and set up as fallback font names.Anti-AliasingWebGL supports anti-aliasing on most (but not on all) combinations of browsers and GPUs. To use it, anti-aliasing must be enabled in the default Quality Setting for the WebGL platform. Switching quality settings at runtime will not enabled or disable anti-aliasing - it has to be set up in the
2025-03-29