Deployment questions

Hi all,

To my understanding if I develop a standalone runtime that connects via WWW to an online database etc, I should be able to deploy a web-player version that works the same, without any changes.

Would this be correct?

Is there anything I need to consider when developing for both stand alone and webplayer (aside from webplayer not having access to local files?)

That is correct, if you use WWW and have the crossdomain.xml there thats no problem

and one thing to consider when doing webplayer development is that the web is filled with casual people that don’t sit on 20mbit+ lines so don’t overdo it with graphics (unless substances) and download sizes :smile:

Thanks for the quick reply. This is a small project without many textures at all actually, but there will be quite a few objects that need to be shown at once.

Do you think say, 500 or so primitive meshes would be much of an issue? (Obviously it would depend on the gcard). Was going to try without prefabs first, but if performance is an issue then use them.

normally not, 1000 drawcalls is more or less possible on anything thats still in use and thats fast enough to handle antivirus - firewall + browser + internet in parallel :wink:

Awesome, thanks again! Textures are normally the biggest offenders as far as size goes I guess, so we should be okay for this project.

Out of interest, would the iPad handle this sort of thing or do you need to approach it differently? Not sure how powerful those things are!

Textures can be, but actually meshes, if you weren’t using primitives, could be so too :slight_smile:

for iPad you will need to ensure you allow it to batch seriously as 500 drawcalls will get you nowhere on mobile at all

Okay thanks for the help. I think a little more testing investigation is in order before we head to ipad.