My question is, is it possible to export games to HTML5 using WebGL 1.0 rather than WebGL 2.0? If this is possible, how is this exporting controlled? Via a specific UE setting or configuration option?
Note: All testing is done on latest version of binary engine’s listed below.
UE4.17 - (webgl 1.0 bool in html5 packaging options) however I’ve yet to get beyond asm.js callstack issues for iOS when running any engine build using asm.js.
UE4.18 - Both webgl 1.0 & wasm support.
WebGL 1 - IOs safari results in Expression (inTexture !=nullptr) failed. UPDATE (WebGL 1) Based on 4.19 testing maybe try disabling HUD or any Touch UI??
The above errors may be due to the crosshair or HUD display for the mobile controller requiring too many rendertargets?? Will test packaging without HUD or Mobile overlay.
Desktop runs fine under both conditions.
UE4.19 - Both webgl 1.0 and wasm support. BEST RESULTS/HOPE FOR SOURCE EDITS
Same errors as 4.18 on IOS initially
Disabled HUD/Touch Overlay with webgl 1.0 (results in black (lit shaded) textures) RUNS!
WebGL 1.0 on IOS/Android would be possible with a build that uses only base color mats.
WebGL 1.0 on IOS/Android may be possible with 100% unlit shaders (externally baked)?
UI elements would need to be completely on the web layer UI/HUD not supported!?
Disabled HUD and Touch Overlay webgl 2 (ios rendertarget error as in UE4.18)
UE4.20 - Dropped Support for WebGL 1.0, Only WebGL 2 WASM
Fails to package
UE4.21 - Coming Soon!
UE4.23 - WebGL 2 only (ES3.1) WASM. HAS POTENTIAL DUE TO BEING MORE RECENT
BEST DESKTOP OPTION
Webgl 2 - IOS safari results in black (lit mat) textures and texture compression warning.
IOS/Android may be possible as in 4.19 with unlit shaders or base color mats?