Web Adaptive Performance | WebGL FPS Booster & Lag Killer
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Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $17.48. The latest store price is $34.99.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $34.99 | Latest store price | |
| $17.48 | Unity New Release Discount 2026-08-05 2026-08-19 | |
| $17.48 | Unity New Release Discount 2026-08-05 2026-08-19 | |
| $34.99 | Unity First Price 2026-08-05 2026-08-05 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Web Adaptive Performance | WebGL FPS Booster & Lag Killer
Usually, developers try to fix this in three ways:
1. Downgrade the graphics to the absolute minimum for everyone. (Drawback: Players on powerful PCs get an ugly, pixelated image).
2. Add a graphics settings menu. (Drawback: Web players hate tweaking sliders; they just close the tab).
3. Blindly drop the screen resolution. (Drawback: If the game is lagging due to the CPU, dropping the GPU load will not give you a single extra frame. Plus, the resolution starts bouncing up and down endlessly, and the UI often turns into an unreadable mess).
What about Unity’s official Adaptive Performance package?
It is great for mobile. However, in WebGL, it simply does not work. Browsers strictly block access to hardware thermal sensors and native GPU timers for security reasons.
That is why we built an optimization framework specifically tailored for the browser sandbox.
Meet Web Adaptive Performance (WebAP). Instead of blind guessing, the plugin uses pure math to pinpoint the exact cause of the lag. It smoothly scales down the right settings on the fly to recover your framerate. Once the load drops and the FPS stabilizes, the system brings the quality back up. You squeeze the absolute maximum out of any hardware.
Key Features
- Dynamic Resolution for Any Pipeline
- BiRP (Native Mode): Controls the resolution directly on the browser side (scaling the HTML5 Canvas). Maximum FPS gains with zero additional overhead on the GPU.
- BiRP (RenderTexture Mode): Only the 3D world is compressed. Your Canvas UI stays in perfect, crisp native quality.
- URP: Flawlessly integrates with the standard built-in Render Scale mechanism.
- Click Fix: Custom raycasters are injected automatically. Mouse clicks on 3D objects remain 100% accurate at any compression level.
- Smart Bottleneck Detection (CPU vs GPU)
- When the game lags, WebAP calculates exactly what is to blame: the processor (CPU) or the graphics card (GPU). If the CPU is the culprit, the plugin engages the appropriate scalers (e.g., lowering the physics step or culling distance) without touching the graphics at all. You optimize only what is actually broken.
- 12 Independent Optimization Modules
- Full control over what your game sacrifices first. Includes Resolution, Shadows (Quality, Cascades, Distance, Resolution), Anti-Aliasing, LOD Bias, Camera Clip, Layer Culling, Physics Step, and URP LUT.
- Anti Yo-Yo Penalty System
- Dynamic scalers often cause a "ping-pong" effect where quality flickers every second. WebAP's smart penalty lockout strictly prevents this by temporarily blocking the system from upgrading settings during unstable loads.
- Conquer the Web Market
- Crucial for publishing on portals like Poki, CrazyGames, or Yandex Games. Surviving weak smartphone GPUs directly protects your player retention and ad revenue.
- Zero-GC Architecture
- O(1) ring buffers and zero memory allocations in the Update loop. The framework does not trigger the Garbage Collector, preventing random freezes.
- True Plug-and-Play
- Setup in two clicks via Project Settings. The core automatically injects into the build. Just set your Unity graphics to maximum, and WebAP will handle the rest.