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Use case

Unity WebGL performance testing on real devices

“Unity WebGL low FPS on mobile” has thousands of forum threads and one honest answer: it depends on the device. DoesItRunOn turns that into data — your build, running on a fleet of real phones, with FPS and frame-time numbers per device.

No spam. One email when early access opens.

Why Unity WebGL is the hardest case

A Unity WebGL export carries the engine with it: large heap, IL2CPP via WebAssembly, garbage-collection pauses, and a render pipeline tuned for native targets. Whether a given phone copes depends on its memory, browser WebAssembly performance and GPU — which is exactly the matrix you can't reproduce with one test phone and DevTools. Editor profiling and desktop-browser numbers routinely miss double-digit FPS differences between mid-range devices of the same generation.

Answer the question your players ask

“Will it run on my phone?” Run your build's URL across the fleet and you get the actual system-requirements table: smooth on 2022+ mid-rangers, playable on a Galaxy A52, not viable on 2019 budget devices. That's a decision input for scope, marketing and platform choices — before launch, not after the one-star reviews.

Catch the death-by-thousand-cuts regressions

WebGL performance rarely dies in one commit. A texture here, a particle system there, and three months later the game lost 15 fps on mid-range hardware. Scheduled runs against your staging build put a per-device FPS trendline in front of the team — with CI budgets at launch so the drop fails a check instead of shipping.

See your numbers on real hardware

Join the waitlist — early members lock in launch pricing and vote on the device pool.

No spam. One email when early access opens.

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