Ever want to create HTML5 content with Unity? Here ya go.
HTML5 demo scene running from Unity export.
http://www.everyday3d.com/j3d/tutorials/unity-exporter/tutorial.html
and a better web version with an FPS controller going on and some lighting.
Ever want to create HTML5 content with Unity? Here ya go.
HTML5 demo scene running from Unity export.
http://www.everyday3d.com/j3d/tutorials/unity-exporter/tutorial.html
and a better web version with an FPS controller going on and some lighting.
Wow, does this support scripting?
Wow. This is something I was not expecting to see. I can’t say I’m upset that it’s here, though.
This is cool, but could someone explain to me why I should use this instead of the Unity web player? Just curious if there are any benefits I’m missing…
~lanDog
Well, not everybody has the Unity webplayer. Many modern browsers support HTML5 and WebGL (although in some, like Safari, you may have to first enable it)
Well isn’t getting the web player just as easy as downloading your browser? Why shouldn’t the end user just install the plugin?
~lanDog
People like minimal effort. Updating a browser is often automatic. To install a plugin you need to go through all these steps, and when you’re done you may not even want to play the game anymore. How many times have you seen somebody ignore the Flash updater? Flash comes with most systems, so people use it. The Unity webplayer does not.
Thank you sir
Sorry for leading the thread off topic.
~lanDog
@tylerperry - it should be able to support scripting. the last link is an fps controller or something…character has a flashlight that can be turned on and off. Another possible advantage is some html5 works on mobile devices…Unity webplayer will not.
Excellent job!
Seems the whole site and Tutorial already has been online for 2 yrs and nobody noticed ?
The whol codebase is pretty old and not regurarily maintained as it seems
Seems to be a nice demo and proof of concept, but not further evolving …
That’s impressive. I never thought of the idea of using Unity as an editor to output content for a 3rd party runtime, but that’s cool.
Looking through the code, it appears to a tool to export meshes, positions and textures to a .json file that J3D can load and display. Any coding would have to be done by hand using J3D. (or something like three.js). Neat idea though, using unity as an interface for converting/positioning objects.
HTML5 and WebGL is the future. It uses nothing but Javascript so the engine has to be written in Javascript.
Unity has to build a javascript engine surrounding the WebGL technology so therefore it has to be built from scratch.
The present Unity technology will export this javascript engine along with the assets and user code written from any of the script languages converted to javascript. Everything has to be in javascript even the assets.
I did an experiment at school using Mr doob’s three.js, Mr Parisi’s sim.js plus a few others in less than 3 weeks for a final grade.
Check out the website and the little game I created using WebGL. Remember to use Google Chrome because it is best for this.
http://w3.cnm.edu/~jcarpenter3/cis1210/final/index.html
CSDG
Meant to post this here but went to another thread…
this actually has been posted to the forums about a year ago +months, see here: http://forum.unity3d.com/threads/96025-J3D-webgl-engine-Unity3D-exporter
i remember stumbling across it here when i was searching for HTML5/WebGL engines on Google. Seems pretty cool, but I doubt anyone can really use this just yet to create a fully playable STABLE game. I’ve seen someone else build an FPS with HTML5/WebGL but i didn’t have any sound, fire, or enemies… when I see that, then I might get excited… until then…
HTML5 does sounds - read up - WebGL can be mixed in with HTML tags - do you have any idea what that means???
EXPERIMENT - LOOK IT UP
From what I understand the unity exporter basically just exports the scene (meshes, material assignments, hierarchy, etc.) to JSON format for his WebGL engine to load. It looks like any scripting would have to be redone manually in javascript to tie into the J3D engine.
It looks rather good and handy, but it doesn’t seem to be the magic bullet people want.
if anyone wants to follow the development of a promising HTML5/WebGL Engine Bookmark PlayCanvas.com!
they are building a HTML5/WebGL Engine with Visual Editor in the Browser!! you don’t have to even download the engine, you signup to the closed beta, then get access to the Engine in your Browser along with a Dashboard / Repository or something to manage / upload your content / code and just build and publish your game from there.
they have alot of really nice Demos available to check out here: http://playcanvas.com/demos/
one major plus i like is that it seems to support FBX, they provide an offline tool that converts FBX to json. (i left a question for them today to see if this also include character model + animations)
I haven’t seen any other HTML5/WebGL Engine with a Visual Editor except for CopperLicht CopperLicht - open source WebGL 3D library (there is a free version you can download) I tried it, seems to be pretty user friendly BUT!!! the major turn off for me was the lack of Character Animation Support, they only support the following: Milkshape (.ms3d), Microsoft DirectX (.x), B3D files (.b3d) for Character Animation! You will probably never find any good Ready made Assets to play with for this Engine, unless you make them yourself.
??? dude chill out… i’m not attacking HTML5/WebGL i simply said when i see an FPS (html5/webgl) demo that includes “Sound, Fire(attack), +enemies to kill” then i’ll be excited… I have not yet seen a demo like this…
I never said nor stated HTML5/WebGL CAN’T DO SOUND… so whats with your comment ??? why don’t you go back and re-read what i wrote and think before you reply and assume anything… we all know what assuming makes you
This makes me extremely happy =-)