Unity 6 Mobile WebGL: Dealing with Input Quirks
It’s weird, I know, but it does work! I won’t got into crazy detail about why targeting WebGL on mobile devices is a thing we’re doing. We have our reasons, but there are some weird quirks that don’t seem well documented anywhere, so I thought I’d share what we’ve learned so far. I’ve also been looking for an excuse to start a blog, so here we are! Input - Controller & Keyboard The problem Keeping in mind that this is targeting mobile, touch is obviously going to be the main input, however I wanted to allow design to implement alternate input methods, mostly for accessibility reasons. ...