Based on my knowledge, the threading features in spine-unity 4.3-beta should have built-in fallbacks for platforms that don't support multi-threading, like WebGL.
The threading system uses normal threads (not Unity's Job System), and Unity's threading capabilities are platform-dependent. On platforms where threading isn't supported, the system should automatically fall back to single-threaded execution without requiring manual intervention on your part.
However, to be absolutely certain about the current implementation and any platform-specific considerations, I recommend:
- Testing on your WebGL target to verify the behavior works as expected
- Checking the threading settings under
Edit - Preferences - Spine in the Threading Defaults section to see if there are any platform-specific options available
- Posting on the forums at esotericsoftware.com/forum if you encounter any issues or need clarification about the specific fallback behavior
The threading feature is designed to be a "free" optimization that you can enable with a simple setting toggle, so it should handle platform compatibility gracefully. That said, since it's still in beta, there may be edge cases worth discussing with the development team if you have specific concerns about your WebGL deployment.