Collaborating with speccing fixes to late found web multithreading spec problem that prevents garbage collection, and issues with TextDecoder and Fetch API. The build system is getting revamped to enable bringing in faster incremental compilation times. There is a documentation/usability push to aim to remedy the most common web hosting and deployment issues that people have. Then there are a number of other misc fronts that our devs take time with. Our intent is to restore native C/C++ code multithreading once we get the next compiler update landed, but C# multithreading will still be a separate challenge. The main reasons are that it is a very large body of work to resolve, but also it is not the primary focus, since mobile WebGL support is being perceived to be much more critical, and for that we need to find more ways to scale smaller (reduced size, improved performance by optimizing work efficiency), whereas multithreading works to scale larger (more cores, improved performance by better throughput). Multithreading C# code is still unfortunately not resolved. (I would be so happy to be wrong on this!) In general I would be quite positively surprised if WebGPU manages to ship stable in browsers within 2021. Emscripten's WebGPU bindings support is not yet complete, which we are collaborating with Google to resolve. However the specification is still largely under construction, breaking changes happening frequently, and the developer implementations across browsers do not yet agree. The intent is that both Tiny Unity and classic Unity will migrate to support it. WebGPU is something we do follow closely, and have regular calls with Google to track the development of the spec. (this work already proceeded to Tiny Unity) We have also been contributing to Emscripten's Closure compiler infrastructure, aiming to bring in Closure minification to classic Unity builds. Last year we contributed SSE compilation support against Wasm SIMD to Emscripten to lay groundwork for enabling cross-compiling SSE code for Wasm SIMD. Parallel to this, we have had ongoing research work go into Wasm SIMD and WebGPU. Right now we are also working on migrating to a new compiler backend (to which Apple Mac M1 as a new added platform has caused an extra work curveball.), and shipping a hassle-free Linux WebGL support (although when this can actually land and which distros will be supported, is a bit unknown still). A number of mobile specific features have already landed (webcam, display orientation, accelerometer, gyro are most recent), and right now we have developers looking at mobile compressed audio, compressed texture formats and URP support performance. The bugfixes sprint work mostly completed last November, after which the team has pivoted to looking at mobile browser improvements. Looking back at the past six months, we have been on a "platform parity and bugfixes" season, where the team focused on clearing out the bug backlog that had accumulated - mostly due to the earlier "help bootstrap Tiny Unity" season. Our current head count in WebGL team is at four people, fifth one due to start in the beginning of March. There are WebGL advancements happening, but things do move slow, which is also frustrating to us.
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