![]() Saying "no" to a politically influential partner would be a nightmare that could only be eclipsed by the support issues generated should our users have installation. (Any tips or constructive comments are welcomed.) It allows smoother, more detailed 3D graphics often used in standalone games. Designed by Unity Technologies, the plugin is a huge improvement on products like Adobe Flash Player and Adobe Shockwave. Even if I get through all of the group policies and get the engine installed for all users on three generations of the Windows OS, it will break if there's a web player update.Īt this point, I'm still working on a reliable deployment solution.which will have to be a pushed deployment with all installations/downloads done by the administrative / push-agent user. Unity Web Player is a browser plugin, which lets you play a wide range of games and watch loads of 3D content developed on the Unity game engine. That means no installation of software and very little writing of data to a local drive, as all user docs are written to mapped drives or to the "cloud." Ergo, no updating of the Unity web player.Ī grant partner has recently pointed out that our Board of Education agreed to a grant contract that requires support of a "game based learning initiative." They've built the game on Unit圓D. 99.9% of our users have NO MACHINE RIGHTS to speak of. I work in an environment with more than 16,000 computers (20,000+ if one counts tablets and Macs) and 46,000 users. I know this is an old thread, but I'll add my pitch for making the web player update optional. But neither of these tools come close to the speed of development and ease of debugging that I get in Unity. I've had some past experience with 3d in Flash and Director. What a pleasure it's been for me developing my Proof of Concept in Unity over the past month or so. As I said in my previous post the plans to include an option to compile to Flash Player 11 in Unity will solve the issues I have with the Auto Update and the inability to target a specific version.Īnd I'd just like to mention that it's not all bad. When the Plug-in encounters 2.x content it needs to download another Player from the Unity site.Īll of this is very different from my past experience with the Flash Player. It installs the Web Plug-in plus the Web Player for current 3.x content. My problem has been understanding that the standalone installer is not fully standalone. Your demos work fine for me on my home computer, where the Unity Web Player is not blocked by Trend Micro. It now looks like we'll have to wait for Molehill.Ĭlick to expand.Personally I don't think you need to. ![]() ![]() And Unity seemed like the obvious choice. But were hoping to achieve something a little more ambitious. We already have a module that uses the AS 3.0 Awa圓d libraries. I'm looking at creating an interactive 3d simulation that will form a part of an existing Flash/Flex application. But in my case it is the environment that the majority of my users will to be in. I realise that this scenario is a tiny percentage of likely use cases for the Web Player. This means that it is not possible to play web content offline, for example in a web based application running on an intranet (with no or limited access to www). Presumably because it needs to connect to verify that it is running the latest version. I was originally looking for ways to work around the issue of Trend Micro client blocking Unity webplayer updates.īut during my investigation I discovered that if there is no internet connection the Web Player will not work. The part that's not removable without a Pro license is the "Made with Unity" that appears just before the game starts.Thanks for the reply. To fix this issue, I have switched Compression Format. With default Project Settings, Web Player was getting stuck at 90. The second problem was with making Web Player work. Dont forget to reload your project afterwards. Here's an example that provides a custom logo. A micro project done for the Moving sound challenge of the Unity Essentials Pathway. Then you pick Edit->Project Settings->Player from the menus and under the WebGL tab choose your template Var gameInstance = UnityLoader.instantiate("gameContainer", "Build/dist.json") Log onto MacOS with a user account that has admin privileges. Download a new copy of the latest webplayer plugin from: Again close all browsers. The index.html could look something like this Use Control Panel to uninstall the Unity Web Player. Inside that put an index.html file and any other images, css, JavaScript files you want included with your game. You can choose either one of the defaults or create your own template.Īccording to those docs you create folder in Assets called WebGLTemplates and inside that create a new folder for your template like BetterTemplate. (the logo in the middle of the screen)Īs for the frame around the game that's easy to change, just change the HTML as documented here. According to the docs you need a Pro license to remove the splash screen.
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