Good news that WebGL workd in IOS8 in Safari:
http://blog.ludei.com/webgl-ios-8-safari-webview/
I’m wondering if Unity WebGL export will work in IOS 8 Safari? (or in android browsers for that matter)
Good news that WebGL workd in IOS8 in Safari:
http://blog.ludei.com/webgl-ios-8-safari-webview/
I’m wondering if Unity WebGL export will work in IOS 8 Safari? (or in android browsers for that matter)
Any news to share on this topic ? : )
Bumping out of interest.
It is interesting, isn’t it?
I haven’t heard anything about Unity specifically, but i did come across these restrictions with IOS8 WebGL
http://html5united.com/2014/06/issues-apples-ios-webgl-implementation/
I think in general though this is a really watershed moment - its the possibility for real cross platform 3d the way html is. I hope it all goes smoothly and that we get more Unity mobile webgl specific details soon:)
So i installed IOS8 and tried a few three.js examples.
It definitely renders 3d objects. Not everything ran on my ipad and im kind of concerned about the “flash effect”. Steve Jobs kept flash off mobile because it sucked battery life. Im wondering if WebGl presents a similar problem and what flash vs webgl resource drain is?
One big issue to be aware of is that because it was mouse only before now, many things are not compatible with touch (drag here with your mouse but touch drags the whole screen for example). So be sure to keep that in mind when authoring your unity content.
This brings up another important issue. Will Unity WebGL export handle touch events?
BTW i never understood why we divide mouse and touch. People say they’re so different but for the most part, a tap and a mouse click are the same thing
Out of naive curiosity : What happens if you launch one of the unity WebGL examples? =)
Unity WebGL Player - AngryBots WebGL Demo for example
Actually they are quite different; there’s no concept of “hovering” a pointer when using touch, for example, and there is no left/right/middle click. Plus, of course, the multi-touch stuff. They really do need to be handled differently for the most part.
–Eric
It got past the loading screen then crashed and reloaded the page. That’s in iPad 3 but i find that iPad air is MUCH fatser than earlier ipads so it might work well on that.
Thanks Eric. You’re definitely right about the hover and the middle buttons. A lot of the ‘touch’ experience is different from the mouse.
I guess i just mean the click. With Jquery and Unity etc they could have made a mousedown/finger down basic action even if some of the associated behaviours are different (like no hover on touch). The mechanic of selecting an item by ‘touching’ it is shared between a mousedown and a finger down. That’s the basic action and i think it would have saved me a lot of hassle with both when i create so much code to handle what turns out to be the same thing in my experience.
Its kind of like how everyone said downhill skiing and cross country skiing were so diffrent. And when i finally tried downhill it was just what i thought it would be - cross country skiing down a hill:) Or how Spinning is so diffrent from stationary biking but it isnt really in my experience. Just because the surrounding details are different doesnt mean we have to overcomplicate things and approach the important core mechanic as a completely different species.
Downhill and cross country are quite different. They both involve moving over snow using skis, yes, but other than that different skills and different muscles (and different equipment—you can’t effectively use cross-country skis downhill or vice versa) are used. Maybe get off the bunny slopes and you’ll see.
As far as clicking goes, OnMouseDown in Unity works for both mouse clicks and basic touch input.
–Eric
If you run same game logic in native App and Web App with OpenGL graphics (WebGL), the native App will use less battery. So yes, as you can easily create a native App that causes high GPU and CPU usage, you can do same for WebGL+Javascript.
If there isn’t any GPU+CPU usage limiter setting in browsers preferences, it will cause same issues for browser users as Flash caused to desktop computers. But real reason Apple didn’t want Flash is that they want to keep their wallet garden closed.
Not sure this will actually even work on Safari at all - at least at the moment: I tried it on the Mac, with Mac OS 10.9.4, using Safari 7.0.5 … the AngryBots demo runs just fine for me on Mozilla Firefox and Google Chrome - but on Safari, it just loads and then shows an empty screen.
Did anyone manage to get the demo running on Safari on Mac OS?
Ooops - I now did … you just have to enable WebGL in the developer menu: Develop / Enable WebGL. Then the AngryBots demo does work on the Mac. For the Develop menu to appear, you need to have activated “Show Develop menu in menu bar” in the settings, bottom of the Window in section “Advanced”.
Wow - you just saved me a ton of time! Thank you.
When i first stared programming Flash i put the action on the buttons. i thought it was very object oriented, everyone did it and it worked great.
Then Actionscript 5 or whatever came out and it was all about taking the code off objects and putting it in a single repository and referencing buttons from that code. Ostensibly it made things easier to manage, but i always felt t was more of a correct programmer thing to do. the artist in me preferred the previous way.
Anyways by the time i transitioned to unity o was doing it the new way. So i have a script that checks all the buttons and if they’re pressed down the right thing. But there was no equivalent to onmousedown doing it that way - onmousedown had to be applied to a GUI object itself. I didn’t use it because i though it was the old way.
You know how after some time someone tells you something and it just clicks? well, thats what you just did. I just reimplemented my entire Options UI using onmousedown on the buttons. Its cross platform - which was a major delay for me porting my game to pc and mac because i had to fix all hose buttons to work with mouse - and solves my problem where merely touching an element sets it off. So super thank you! I’m sorry i was skeptical:)
By the way, if you’re interested here’s the game im updating. its called Nimian Legends : BrightRidge
and it’s a fantasy wilderness simulator. The upcoming update 1.2 will have the new UI. Heres a sample of the UI you helped fix : http://protopop.com/blog/2014/08/15/nimian-legends-brightridge-1-2-the-user-interface/
Looks cool!
–Eric
Recently we developed toolchain that help to export Unity-made game to HTML5 content. The toolchain is in its early stage, there still a lot to be done, but our team is focus on it and the progress is good.
We also created a github project GitHub - tezheng/UH5: A project to convert Unity3D game into HTML5 that can be run on mobile device (iOS, Android, Windows Phone). When the time comes we will open-source it.
Here is the first demo we release last week http://cyberytech.com:5000/mw2/. this is a COC style game, support iOS8 or Android 4.4+ (not PC-compatible now).
Anyone interested in this project, please email me tezheng1982_at_gmail.com, we could make this happen together!
Thanks,
I play on Ipad and it work well but can not have sound
Someone can help?
Thanks,
After reloading the page, I get this error. HEEEELP) IPhone SE