Unity WebGL Player Benchmarks

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Published on ● Video Link: https://www.youtube.com/watch?v=yzesMQdo0nw



Duration: 4:20
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It's taken 2 years of mayhem for me to realise that Unity is missing a live cue stack system like on the professional sound and light desks. The PC I was using for this had something similar but wasn't a console with pro features. The big studios have some proprietary apps and resources for this.

Some messing around later and the result is a 1980's-style PC benchmark.
They were known for not quite being "cinematic" but full of random cutscenes and crazy animations.
It really does with these software limitations take months to finalise a day's project.
There's so much wrong with it that it's a miracle it even exists with its current timings.

"Just need to record it now...the animation speed is slower in a web build, otherwise the cues are working...half. exactly half. 0.01f movement is 0.02f in the build. Why did we have to write 'double' only to change it to 'float' and 'fixed' only to change it to 'half'? Surely that wouldn't need to change?"

Source available on GitHub - https://github.com/TheMindVirus/unity-dev/tree/main/WebGLCueStack
(Audio originally Disturbed - Stricken, Remixed for inclusion in a Benchmark)







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