Jumping Ship from Director - how feasible is it?

Hi, everyone. I’m not sure this is the best forum to ask the question, but it’s the best one I can find. Apologies if it’s wrong and feel free to point me somewhere else.

We develop educational resources in Director and the most recent update has finally driven me over the edge to try to find an alternative. I know a lot of Director people have found their way over here but I’m not sure if Unity can do everything I need it to do.

Here are a few links to our software demonstrating some of its features.

Flash animations: Sorry - Sunflower for Science
Animated 3D meshes with flat colours: Sorry - Sunflower for Science (click on the third icon down the left-hand menu)
3D with overlaid Flash graphics: Sorry - Sunflower for Science
2D sprite animations: Sorry - Sunflower for Science
2D graphics animated on the fly (‘imaging lingo’): Sorry - Sunflower for Science

We also produce it in multiple languages including Arabic and Chinese, including editable text (I had to create my own editable text field in Arabic and it was no picnic…)

I assume that the real sticking point is likely to be the first of these, although the last may be an issue too. Last time I looked into this there was a definite no, but have things changed?

Thanks for any insights people may have
Danny

“You’ll need the latest version of Shockwave.”

I’m surprised people are still using Director.

Yeah, I’m more surprised that shockwave content is still being developed in this day and age. I could have sworn it was retired ages ago.

lol I couldn’t access it because I don’t have the new version of shockwave…

Well, as I say, I’m using it because it does things nothing else can. If you can suggest an alternative platform that gives me both accelerated 3d and vector graphics then I’m listening - that’s why I’m here :slight_smile:

First of all, I don’t want to install Shockwave plugin. We can’t see your stuff. Do you have screenshots and brief description of your concerns and problems that your perceive Unity cannot do?

I will say Unity can do almost ANYTHING you throw at it. Provided if you know how to code.

You can just download and try it out yourself for FREE :
http://unity3d.com/unity/download/

If learning to code in C# / Boo / UnityScript is too much trouble -
Get one of the visual scripting extensions (In order of recommendation, polishness, documentations, and difficulty to use) :

PlayMaker $45 right now (normally $95)

uScript $95

http://www.detoxstudios.com/products/uscript/

Antares Universe (VIZIO) $75 right now (normally $150)

Again, try out Unity yourself. Tell us more about your projects and what you perceive to be difficult to do in Unity.

EDIT: I had a look around your website, and I am pretty sure there is nothing there that can’t be done in Unity. Unity has built in PhysX engine so simulating physics shouldn’t be a problem (although sometimes results can be wonky due to incorrect configuration/scale setting). As for supporting multiple foreign languages - Unity has no problem with that. It supports Unicode characters and many GUI extensions also supports that.

I use to do a lot of work with Director and Lingo programming - making interactive installations for museums and art galleries.

Unity can do a lot, it’s script component based workflow is similar to how behaviours work in director, it’s 3D capabilities are miles ahead and you can write per-pixel to textures to mimic the way “imaging lingo” works. However, there’s no native integration with Flash content, the built in animation system is very, very cumbersome compared to Director and it’s 2D/UI workflow is an utter pain in the ass.

Unity is a 3D game engine, it doesn’t have the same affordances as Director, which was first created as a simple 2D interactive content authoring tool.

If you really need Flash, and want a simpler and faster 2D content authoring system with good authoring tools for 2D animation - just use Flash itself. It has per-pixel functions, and the latest version also has 3D accelerated content. Honestly, I’m surprised most people who use Director didn’t switch to just using Flash directly, it’s workflows would be most similar to working with Director compared to any other package.

Yes, switching to Flash is the most obvious option, but I’m very reluctant to move from one Adobe product to another. We’ve got millions of lines of code here, so porting it is really a one-time deal. And I’m nervous about the current state of play with Flash. To be honest, I’d rather not use plugins at all and go down the HTML5 route, but I’m not convinced that’s a viable option just yet.

To answer I am da bawss above, my level of coding ability isn’t the problem. I’m fairly proficient in JavaScript, AS3, Java and others, and I’m happy to pick up anything. It’s the capability of the software that’s the issue. I don’t need a physics engine, I code all that myself, but I do need vector graphics, so if Cameron’s right, unless there’s some clever workround it sounds like Unity still can’t do what I need it to do.

Oh, and seriously, the Shockwave plugin is fine. Nothing wrong with it.

Hi and welcome,
I think the first question is if unity game engine is going to be there for years to come. I believe it will, judging from the way I see it grow.
The second question is if it can cover your project needs. It seems doable, if you are wiling to embrace the framework - plugin approach and save some precious time and money.
Two plugins seem vital to your project’s needs, Ngui and Rage Pro Studio. They deal with 2d - interactivity - vector graphics. Google them to understand better what they offer.
Also, there is a big base of users which means that finding help to transfer the programs in this platform is feasible.
Kind regards,
Ippokratis

Hi Danny, nice to see you, come, join the ‘fun side’ of the beach :wink:

Hmm, just get a black screen, nothing, no shockwave logo, no asking to update shockwave (win 7, firefox), works ok in IE.

Flash animations: Worse case I don’t see why you couldn’t do the heart as a mesh, maybe using a fancy shader for the flat shading and outlines. Perhaps some of the 3rd party vector solution can provide this level of vector graphics, i’m not sure.

Animated 3D meshes with flat colours: Should be very simple. Unity supports actual 3d file formats such as fbx, obj etc as well as Max or Maya as long as the 3d modelling software is also installed on the same machine, though its usually recommended to export to fbx. Animation is supported as is, no messing around like in SW3D.

3D with overlaid Flash graphics: Difficult to say but again 3rd party vector support should be able to do most of what I saw here - nice refraction demo btw.

2D sprite animations: Didn’t see anything here that simply switching to 3D (spheres) wouldn’t be able to accomplish. I’d also argue that you’d find Unity physics far easier and more usable than Directors in this case. However when you really need 2d sprites there are 2 or 3 really good (judging by the comments) 3rd party solutions for this.

2D graphics animated on the fly: Couldn’t really identify what or why imaging lingo was needed here? For the most part I would say this could be accomplished using just 3D and Unity particle systems (which are very advanced and even allow you to over-ride particle positions, so you get the benefit of performance with exact control).

If you do need imaging lingo type functions, then Unity does allow you to update textures. Its slow due to updating a texture, but perfectly usable as long as you aren’t updating lots or massive textures each frame. No fancy ink effects though so you’d probably end up writing your own imaging lingo replacement, but it should be pretty simple. Just make sure you always use power-of-two textures and you ‘should’ be ok.

I suspect this is going to be one of the hardest parts to determine. Pretty sure Unity supports multi-byte, right to left text, but have no experience of it and judging by the comments here, neither do many others. This might be a question better aimed to Unity sales.

As for the rest, vectorised graphics are problematic, in that they are not natively supported, but there are some rather good 3rd party solutions for this. Just be careful that they are not native code plugin solutions as they wouldn’t work in the webplayer.
e.g. RageTools looks interesting

https://www.youtube.com/watch?feature=player_embedded&v=PlYvJ9BU3AA#!

Honestly as others have said your best bet is to choose one or two of the more complex featured demo’s you have, get Unity Pro free for 30 days and try to convert them over. The community here is generally very helpful, though a bit 'game centric (in my opinion) as is Unity itself. I’d also suggest going for C#, its what Lucas recommended to me and apart from an initial learning hump, I really do love it.

If you really get stuck, simply don’t know where to start, or perhaps want a crash course around the Unity IDE, feel free to send me an email. Perhaps we can set up a Skype share screen and I can talk you through some stuff to get you up and running quicker. Unity really isn’t hard, but it is ‘different’ to Director. For example Unity asset bundles are a poor substitute for Director castlibs.

Conclusion
However as others have said, if your projects are predominantly animated vector graphics, then you may just be better of going with Flash and hoping Adobe doesn’t decide to abandon it like they did with Director. I don’t think any other solution will come close to providing the level of support for the media files you need. Unless you can embrace 3D doing this in Unity may just be more trouble than its worth.

I might even question why bother switching from Director at all, if only because you do seem to have a huge amount of content to convert and frankly no IDE is going to be a perfect solution or have the risk they might disappear one day.

I don’t envy your position. I was lucky the majority of my work was 3D by the time I ditched Director so it was an easy choice.