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This plugin, a.k.a. "WebGL SDK", is a wrapper library that uses Agora Web SDK 4.x as the core RTC engine. The plugin adds the latest Web RTC features to the core functionality that is provided by the original Agora Unity SDK for native platforms. The following drawing illustrates the structure:
The WebGL plugin is separated from the main Unity SDK. It can be used as a stand-alone SDK if the application is built for WebGL platform only. Or the SDK can be applied to the main SDK as a complete SDK package. In the current release, we provide both standalone version and complete version of the SDK to download.
Please try to understand that application running in Editor is not the same as running in the Web browser. The support for the Editor is by the native engine in Unity. Therefore, you are running with the native part of the Agora SDK if you are testing on the Editor. It shouldn't be a surprise that some behaviors will be different when you run the project on Web.
Because of the different technologies used on the native SDKs and Web SDK, the WebGL plugin only supports the features available in Agora Web SDK. However, because the WebGL plugin only implements interfaces defined by Unity SDK, it is not possible to map all features in the Web SDK to this plugin. For example, Raw Data Manager and PushAudioFrame API are not included in the WebGL Plugin APIs. The follow diagram roughly illustrate the relationship:
Appendix A lists supported and unsupported features.
The WebGL SDK is designed for desktop browsers and works the best on Google Chrome. See the Web SDK's description on browser compatibilities. Unity does not officially support WebGL on mobile browsers. Please be advised that Agora APIs that specifically call out for mobile support are not implemented in this SDK.
The SDK includes a demo that replaces the original Unity Video SDK demo. Furthermore, the API-Examples folder and FunctionalTests folder contains more examples to supplement the demo. You may find a selection of the demos online at https://webgl.agoraguru.net. Since the demos were built with a fixed test-mode AppID, you should choose a different channel name for your test, if you don’t want to run into other unknown developers who are testing the demo at the same time.