Building a better Web Player experience, but does anyone care?

Hi,

So I’ve built around 30 games as web player builds now, over the last few years.

One thing that keeps coming up for me is how hard it is to create a really powerful web experience. Making the page look good, making the app talk to the html and vv, and making it work well with Facebook.

So I’ve created a specialized Mac solution for this. But I’m curious if people are still building Web players, or if downloads are the way to go. Is there still a market for web based games?

Thanks,
-Chilton

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I only develop web based unity games as part of my work, and they are more business-to-client E-Learning style stuff, so I can’t comment on how popular games are currently. However I’d wager that once WebGL kicks in, there will be at least a small influx of users who like the idea that they can play entire games in their browser with no plugins :slight_smile:

I know it will certainly get more people in businesses looking to 3D programs (businesses are notoriously bad for updating software or installing plugins on their systems), I don’t see why that won’t be the case for everyone else, too.

That’s a good point! Well, this should be helpful for both plug-in and WebGL based content, so I guess I should wrap it up and kick it out the door!

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The webplayer is going to die soon when google removes the support for it in chrome. So I don’t think many people are still actively designing games for it, webgl will be the only path to go.

google remove support fro chrome??? where did you get that information???

For a while at least you will have the stubborn people such as myself who think the whole “the NPAPI yada yada whatchamacallit thing must die” is foolishness. And will be sure to hold off upgrading to new browser version. Ultimately resistance is likely futile and I too will be assimilated. But I will not eagerly rush to the cube as soon as I see it. So… more web player based games is great.

There was a thread about it, UT says they’ll figure something out.

Google has said it several times for over a year that they are removing them, Google it :slight_smile:

UT said their solution is WebGL

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Unity Web Player is great and better than WebGL, but the web standards slowy are removing the support for this class of plugins, then the way is WebGL.

I’m also curious about the size of the download. The WebGL version of the AngryBots demo is around 49Mb. Anyone know how that compares to the AngryBots demo download size with the player?

Digging through the html for the player, it looks like around 15Mb of that is a javascript loader. Interesting.

So we’ll be trading off a web player that the user downloads once, for a javascript loader they have to load every time?

Okay, I added full Unity WebPlayer support to Landscape, and made a video for it. I also added support for the WebGL version, based on the publicly available demo, but I’m holding off on making that official until I get around to joining the beta program.

Behold, the frueets of the deevilz…

-Chilton

pffftt stupid chrome… been using firefox since before chrome existed… so yeah…

but yeah i know plenty of people use chrome…

… but then, yeah… i dont like steam and attempt to avoid it as much as possible aswell…

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I feel your pain, bro.

I make every effort to support all browsers, but this Chrome Unity thing just sucks. I’m hopeful they’ll get it figured out.

Monday’s build (1.2) will have native WebGL support.

https://s3.amazonaws.com/landscapewebgl/index.html

-Chilton

Google have been talking about phasing out support for old-style native plugins for ages, and it’s a move which will effect Unity since that’s how the Web a Player works.

For what it’s worth, UT have stated that the WebGL build size is being worked on and that they should be able to get the loader down in size considerably. Remember it’s still a feature in beta. Also WebGL has the ability to actually be faster than native once optimised for correctly, so it will certainly be better than WebPlayer, at some point.

Based on… what, exactly?

Webgl is not faster than native, and will never be.

I’m just going off of the unite talk Unity made about WebGL along with the latest blog post.
Really not my area so take Unitys word, not mine:

http://blogs.unity3d.com/2014/10/07/benchmarking-unity-performance-in-webgl/

The talk at Unite:
(I don’t recall if this has info on IL2Cpp ↔ Native performance, it’s interesting anyhow, maybe the separate IL2Cpp talk has this info… It was a while ago, my memory is hazy)