
The reason is that Chrome runs plugins as separate processes, but OS X 10.5 does not yet have the ability to share an accelerated graphics context between processes, so the rendered images have to be transferred from the plugin to the browser window using a slow memory copy. This, we cannot possibly do anything about. In the meantime, 3.0 content should not show this problem (if it does, please report a bug).

But we will add a workaround for 2.6 content in the next web plugin release.
#COMO INSTALAR UNITY WEB PLAYER EN GOOGLE CHROME FOR MAC#
We have a workaround for that, but currently, it does not catch the case of 2.6 content, which is run with the old runtime, which was release before Chrome for Mac was supported. This is actually a problem of Unity not getting focus, apparently due to a bug in Chrome. Here is the link to the build which I have tested If this has already been discussed, just re-direct this post. Need to know if anyone else has come across these issues or its only me, because I am thinking of informing users about chrome issues in my Html Page for my recent web games, There could be more underlying issues which I might not be aware of, I am able to reproduce them while playing the web demos on Unity's website. controls don't respond, until you jump to full screen. 50% drop in frame rate compared to fire fox and safari.

Its been the first time I have been testing my games on chrome and it worked but with a few issues: As far I know that Chrome on Mac did not allow plug-in Processes inside a browser window ( ). I have a few issues regarding the web player on the Chrome browser for MAC. First a great congrats to Unity for the release of version 3.0, going to upgrade my existing license very soon, seriously cant wait
