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WebGL support with new backend ?
#1
Since we have a new Jobs-based Obi backend is there a chance to get webgl support someday? I tried the latest Obi CLoth version with webgl but I have some errors when I am adding cloth to simulation. At least it compiles now. 
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#2
(27-05-2021, 06:34 PM)mmortall Wrote: Since we have a new Jobs-based Obi backend is there a chance to get webgl support someday? I tried the latest Obi CLoth version with webgl but I have some errors when I am adding cloth to simulation. At least it compiles now. 

I have never managed to get any multithreaded Burst-based code running in WebGL yet. Apparently, it's supported or intended to be supported in the near future, but there's no clear information as to when:

https://forum.unity.com/threads/webgl-bu...be.811275/
https://forum.unity.com/threads/burst-co...l.1066739/
https://forum.unity.com/threads/burst-jo...d.1109684/

Seems that the best you can currently get is Burst+Jobs in single-threaded mode, which unfortunately isn't enough for Obi to offer decent performance. Seems all we have to do for multithreaded & vectorized code to run in WebGL is wait for development to progress, though.
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#3
(28-05-2021, 07:44 AM)josemendez Wrote: I have never managed to get any multithreaded Burst-based code running in WebGL yet. Apparently, it's supported or intended to be supported in the near future, but there's no clear information as to when:

https://forum.unity.com/threads/webgl-bu...be.811275/
https://forum.unity.com/threads/burst-co...l.1066739/
https://forum.unity.com/threads/burst-jo...d.1109684/

Seems that the best you can currently get is Burst+Jobs in single-threaded mode, which unfortunately isn't enough for Obi to offer decent performance. Seems all we have to do for multithreaded & vectorized code to run in WebGL is wait for development to progress, though.

Thanks. I will wail then.
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