I’m not sure if there is a better forum to ask this question. If there is, please let me know…
I’m trying to find a solution to target an ARM based Chromebook with Unity. Here’s what I’ve tried…
- Using Unity 4.2.2, I created a VERY simple Hello World app: One GameObject with one script attached using OnGUI to print “Hello NaCl” to the screen and built to the Google Native Client target. Result: did not work on ARM based Chromebook (see screenshot) [39241-screenshot+2015-01-21+at+10.20.06+am.png|39241]
- Using the Unity 5 beta 18, I created a VERY simple Hello World app: New Unity UI consisting of a single panel and a single UI Label with “Hello WebGL” printed to the screen and build to the WebGL target. Result: worked, but painfully slow to simply load. Based on Unity blog posts, etc., I’m not hopeful this will be a viable option for ARM based Chromebooks for quite a while.
- Using Unity 4.6.1, I built a simple “Hello Android” app using the same OnGUI approach as with the NaCl test. Then, I ran the APK through chromeos-apk to package it up for use with Google’s (in development -
So none of the above appear to be viable solutions for targeting a Chromebook with Unity. I realize that there are some Intel powered Chromebooks and the WebGL option might become viable for those Chromebooks, but our games are played in K-12 schools and schools are buying ARM based Chromebooks. Is there - or will there be an option to target these machines with Unity or do I need to find a non-Unity based solution?