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The performance answer is a tricky one. Unity maintains their own web player plugin, which runs with native performance: http://unity3d.com/webplayer/ http://u
by matthew-wegner 15y ago
The performance answer is a tricky one. Unity maintains their own web player plugin, which runs with native performance: http://unity3d.com/webplayer/ http://unity3d.com/webplayer/
My guess is big players--Battlestar Galactica Online, Tiger Woods Online--will use the Flash player export as a fallback. Depending on its shipping performance, and how demanding the content is, developers may even fork the content for each player individually. Regardless of multiple versions of content, it would probably make sense to push users into downloading the Unity Web Player for better performance.
Unity is also working on a NaCl port. In a year, 3D web game developers may be able to offer the Unity/Flash/NaCl versions simultaneously (prioritized by browser/performance/compatibility).
In general, Unity is well-positioned to exploit other platforms as they emerge. If they can manage this Flash export, they can probably manage anything...
[Full disclosure: I'm a long-time Unity user, and I help them organize proposals/sessions for their Unite conference, but I don't actually work at Unity]
- matthew-wegner 15y agoAlso, it's worth mentioning Unity has a graphical profiler, which you can connect to a build running on iOS/web/standalone: http://unity3d.com/support/documentation/Manual/Profiler.html http://unity3d.com/support/documentation/Manual/Profiler.htm... I'm not sure if that's possible on Flash or not, but if so it'd be easier to bring your performance up to the platform limitations...