Anyone know if Unity has any plans to support WebGL?
My impression is that the web browsers aren't quite there yet, in terms of support for all the necessary functionality required by a modern 3D video game. For example, IE doesn't support WebGL.
61–70 of 74 posts
Anyone know if Unity has any plans to support WebGL?
My impression is that the web browsers aren't quite there yet, in terms of support for all the necessary functionality required by a modern 3D video game. For example, IE doesn't support WebGL.
the our company have different kinds, there have males, females also girls needing, products are suit for different groups of people, maybe there is something you are just waiting for.
To some people love jewelrys, sure this is the good news for you, our company because our company Remy Hair Extensions is a manufactures, so our company can be lace front wigs sure you are the only one to be focus on the world, the most False Eyelashes important, these are the jewelrys and fashion and design.
our company also have the Do you feeling amazing, then go and action, our company will take best services waiting for Fashion Jewelrys you !
Important!!: our company accept safe payment, like Paypal.... do fast shipping , sure we protect our clients privacy, make order to our company, you get the safe business and privacy !!!!!
Lots of impressive headline features. DirectX 11, detailed animation system, Linux support. The trouble is, these come at the expense of the basics. Not so impressive is that the only supported method for sharing code between projects is copy and paste . The engine is six years old. I'm not kidding. Unfortunately, frustrations like that are common. I adopted Unity expecting to be there for the next few years at least…
Lots of impressive headline features. DirectX 11, detailed animation system, Linux support. The trouble is, these come at the expense of the basics. Not so impressive is that the only supported method for sharing code between projects is copy and paste . The engine is six years old. I'm not kidding. Unfortunately, frustrations like that are common. I adopted Unity expecting to be there for the next few years at least…
This essentially seems like you're ticked off at one feature and everything else is beside the point. If you follow one of the links in this thread: http://feedback.unity3d.com/unity/all-categories/1/hot/activ... You'll find that the Unity folk disabled symlinks to avoid thorny edge-cases and are trying to figure out a way to give you what you want, including simply allowing sym links but generating a warning message…
It seems you disagree, but many people have popped up in this thread with the same complaint, and workarounds they should not have to be making.
I have no problem with the 3D rendering part of Unity, it's fully featured and works well. Especially for the price tag.
Agreed that age being bad is a nonsense metric. I was saying the opposite - it should indicate polished workflow.
Ticked off at one feature is not an accurate assessment at all. If lack of classpaths were my only problem, I'd be in love with the product.
I don't think it's a bad engine either. I was just expressing my concern for where they're choosing to spend their effort.
Lots of impressive headline features. DirectX 11, detailed animation system, Linux support. The trouble is, these come at the expense of the basics. Not so impressive is that the only supported method for sharing code between projects is copy and paste . The engine is six years old. I'm not kidding. Unfortunately, frustrations like that are common. I adopted Unity expecting to be there for the next few years at least…
And why is 'engine age' a problem again? Unless there are major architecture problems, one should not need to rewrite everything every 4 years.
I'm saying that given the age of Unity3D, the basics should be 100% nailed.
Earlier quoted context omitted.
Our teams share code by not coding in Unity projects. All the assemblies are added as plugins with a build script. The games have very little code actually accessible from within Unity. You lose the nice edit and continue, but for a big project with a lot of assets the Unity IDE explodes under pressure anyway.
Interesting. Is this process - plugin based game development in Unity - documented anywhere? I assume you lose browser support, are there other major drawbacks?
No OpenGL support at all? Isn't Unity used for mobile games, too?
What is new in 4.0 is D3D11 support, which is kind of a big deal since it opens new GPU possiblities (compute shaders, tessellation etc.). But all the other rendering APIs are still there and fully supported.
Lots of impressive headline features. DirectX 11, detailed animation system, Linux support. The trouble is, these come at the expense of the basics. Not so impressive is that the only supported method for sharing code between projects is copy and paste . The engine is six years old. I'm not kidding. Unfortunately, frustrations like that are common. I adopted Unity expecting to be there for the next few years at least…
The way I see it, Unity's primary market are hobbyist developers or professional developers who are making casual / indie / 2d games, and usually those games are on Mobile. Those types of people want less headaches and they want to be able to do common stuff really really easily. They don't really care about the high end features.
Unfortunately, Unity has terrible built in support for 2d art. Unity also zero built in wrappers for common Mobile tasks like In App Purchases.
Jumping through hoops to get your source control setup properly is a huge knock against it as well. This type of thing should just work out of the box.
You can't cut and paste components between game objects. When importing sounds you have to change the import settings on each sound individually because they don't support multi-object editing.
I use Unity professionally as a casual / indie game dev and while it is the best game engine for me, I can't help but think it could be so much better.
Anyone know if Unity has any plans to support WebGL?
Next, asset loading but since you're on the web, ideally you'd have smarter on-demand streaming of compressed assets, rather than a 10-minute-long "Loading Game Assets" splash-screen page...
Next, user code. Uh-oh... I give up.
Lots of impressive headline features. DirectX 11, detailed animation system, Linux support. The trouble is, these come at the expense of the basics. Not so impressive is that the only supported method for sharing code between projects is copy and paste . The engine is six years old. I'm not kidding. Unfortunately, frustrations like that are common. I adopted Unity expecting to be there for the next few years at least…
On the other hand, Unity has implemented some basics, which are a real time sink in other engines, outstandingly well. Lets compare the coding workflow in Unreal Engine 3 and Unity 3: In UE3 you play the game, find something you want to change. So you shutdown the Game/Editor and go to the code. You code in some immature language called UnrealScript (I think there is a complicated way to use C++ too). Then you compil…