Hey folks,
I think many of us are aware that the paid screensaver market is not huge but there is something
to it - it has some potential and they are surprisingly still quite popular. I’ve heard of people making a living selling them. At the very least it can be a cool art form for us creative types!
When you look at the screensavers out there they range from the incredibly awful to the very cool. At the low end people just take a bunch of images and throw them into a slideshow and call it a screensaver, riddled with ads and spyware, or worse. Then you have varying degrees of ickyness until you get to the higher end where you start to get decent, polished effects and interesting 3D.
If you look at what people here have been/are capable of producing with Unity you realize that if Unity could build screensavers it could blow most existing screensavers out of the water. Not only does Unity make graphical effects easier to develop it does so with cutting edge support for 3D environments, physics, shaders, fast rendering, easy scripting, a cool editor, a powerful art/asset pipeline and more. Thinking of Unity as the ultimate screensaver-generating tool presents many interesting possibilities.
Several people have expressed interest across a variety of threads about being able to build a proper Windows screensavers, so I have decided to finish my Unity screensaver framework and release it on the Unity asset store. Most of the work is done - it just needs a few more options added and some cleanup. It will be for Windows only since there are some major hurdles on OSX which need further research.
Since Unity cannot natively build a proper screensaver, which entails dealing with a preview window embedded into the Windows screensaver dialog, detecting start-up commands to trigger configuration modes, switching back and forth between fullscreen and preview etc, it poses some technical hurdles which have to be overcome.
My system acts like a new thrid-party target build platform
for Unity. It’s not quite a click build and go
solution because there are a few steps involved, but it does work.
It has to work outside of Unity since I obviously cannot modify Unity’s build process, and so features a small external wizard
app which helps with bringing together the necessary files and outputs a single standalone Windows executable. It requires 2 builds from within Unity to support the preview window and the fullscreen effect. This is due to limitations in Unity which can’t be changed. It includes a Unity script to handle mouse/keyboard input, detection of starting up in configuration mode, taking screen grabs etc- a basic framework.
The final exe produced doubles as a tiny installer with a payload of heavily compressed data (starting around 4 megabytes for a screensaver without any assets or scripting), making for reasonably short download times depending on your effects. You could potentially throw a huge 3d environment or even a whole game into a screensaver! There’s nothing to say that your screensaver can’t be interactive (the framework supports an interaction mode).
All the user has to do is download/run the final exe from the browser (or wherever) and everything will be decompressed and installed, the saver will become the default and it will auto-launch right away. This creates a seamless instant install
system for the end user. I will probably also support being able to use a custom installer with separate files, display a splash screen and displaying an end-user license agreement - all optional of course. Some virus checkers may not like the required modifications to the Windows registry which may be a good thing to guide the user through using a splash screen which shows upon install.
I plan to finish up the wizard and polish up the framework script, write up some documentation and put together a few small example screensavers. Then it’ll be ready to launch on the asset store!
So I’m curious, how many people are interested in this and how much would you be willing to pay for this system?