hi all,
Want to know if there is some application kind of like a store in unity for web browser that can be made ? Want to know the limitations of the unityplayer considering the drawcalls, verts, tris sort of stuff.
Also how can that be possible to add delete and get the details sent to purchase price calculations, with dynamic integration to 3d objects with .net or some other integrations
I’m not quite sure what you mean here. You can most certainly integrate store-like functionality, whether you use off-the-shelf micropayment solutions or roll something on your own. But in saying that it will require a mixture of Unity work as well as browser/server back-end work (there is no “store” feature built into Unity). But it’s all quite easily done by using our HTTP (get post) and socket support.
That is impossible to answer as it depends on what you do in your content and what your expected target range of machines will be. I can make a scene that has only 1000 vertices yet chokes out performance. I can also make a scene with 100000+ vertices that performs fluently and runs fast. You have to sort out what all you want, measure that against expected hardware and go from there. Your use of features (physics, networking, etc.), you choice of graphics (model details, texture size, audio/video, etc.) and end-user hardware will all be required to craft your own answer.
Again, I’m not 100% clear on what you’re after here. If you offer in-game purchases then you can either (a) include appropriate assets in the build and enable/disable them as needed, or (b) use Unity Pro’s asset bundles feature to download additional assets on demand. In doing all that you can of course also use the WWW class (which offers the HTTP support I mentioned above) to communicate with a back-end database to store/receive all the data required.
Does that get you on track? If so then great, if not then keep coming back with questions as we’re here to help!
Thanks HiggyB,
Feels great to get such a response. Yaa i think i was not clear in description regarding the thing i want to move on. But still you put nice feedback for my queries. Thanks a lot for this. Still ruling out the things and i will be back with those.
But about the thing you said.
“(a) include appropriate assets in the build and enable/disable them as needed,”
So want to ask regarding this, you told that i can enable and disable things or gameobjects.
This is what i want to know, if i am having 10 products in a unity file and i have build that “BUILD” i mean sort of published once in a player that file of 10 products. Now if i want to add the another new 11th product which was not in previous build than again i will have to import that in the Unity with all its mesh, textures and coordinates THAN AGAIN I WILL HAVE TO MAKE A BUILD TO SEE THE 11th PRODUCT THAT I ADDED ?
means every new add ups in the file will require new build every time ? Remember i am saying new that means the new different mesh with textures, not the one like duplicate of the one which is already present inside.
Thanks a lot ! And i will wait for your response to have focus on it. (HiggyB)
You wouldn’t want to create a new update for every item, would you? As an approval takes a week, making short time builds completely useless.
Monthly content updates or so are more appropriate and normally offer a usefull dev cycle for the programmers too.
edited to remove unrelated parts.
Thanks dreamora but !
I think you misunderstood its about the Unity for browser purpose, it will be really meaningful to find the proper answer if you could go through the post. Its about Unity for browser technology and applications.
Also can you please shed light on this “you could use asset bundles so they download what they require.”
Thanks once again !
edited above posting.
No idea where my head was, sorry.
Though most of it still applies: You wouldn’t want to update the app daily just to add single items, as users will lose track of what you added if you do it in such a “spamming way”, potentially even get annoyed by the overwelming amount of informations.
Thats why content updates are commonly bundled, even if no programming changes apply on such a content update, just to reduce the amount of information and the frequency of those informations.
Thats naturally always assuming that you aren’t targeting hardcore users only.
As for the Asset Bundles: Asset bundles would allow you to store prefabs in a “Resources folder” like way but outside the application itself. You then can use the WWW class to download and access them and instantiate them from asset bundles instead of the resources.
The AssetBundle example project form the website shows that very well.
An alternative to that, at least up to a given point as it heavily depends on your game setup, would be the usage of different builds if the assets are per scene only for example. In that case you could use the webplayers possibility to webload distinct unity3d files.
Thanks HiggyB and Dreamora.
Got most of the things to know from you as per my query. need to lookup for remainning ones.
Thanks once again !