This defines the default window mode at startup. Resolution section for the Desktop platforms PropertyĬhoose the full-screen mode. This section allows you to customize the screen mode and default size. Use the Resolution and Presentation section to customize aspects of the screen’s appearance in the Resolution and Standalone Player Options sections. You can upload different sizes of the icon to fit each of the squares provided. You can find documentation for the properties in the following sections:Įnable the Override for Windows, Mac, Linux setting to assign a custom icon for your desktop game. For a description of the general Player settings, see Player Settings Settings that let you set various player-specific options for the final game built by Unity. On thing I will appreciate is the irony of using Mono, a project meant to bring a proprietary runtime to Linux, to create a proprietary game engine which does not run on Linux.This page details the Player settings for the Linux platform. Of course as was implied earlier is that $25k - $50k worth of labor really worth it for 1% of the global browser market share? Only the Unity team can answer that. I am not saying its not going to be a lot of work to get those things working on Linux, but I am going to guess that a single Linux developer with X11 and OpenGL experience could handle the port in probably 3-6 months. So besides the basic system and system library issues, that leaves X11 input issues and GLX integration. They use a Linux supported scripting system (Mono), sound system (FMOD), video codec (Theora), graphics API (OpenGL), physics engine (PhysX), browser (Firefox) and compiler (GCC). They have also done this for a wide variety of platforms (Wii, Windows, Mac, iPhone) which indicates they have a particularly modular underlying architecture and build system. The unity team has already made the jump of abstracting out the platform specific parts of there system, which is the big leap.
#UNITY WEB PLAYER FOR LINUX MAC#
The difficulty in porting from Mac to Linux is much less then Mac to Win32. I have done a fair amount of cross platform development, including with 3D graphics.
#UNITY WEB PLAYER FOR LINUX WINDOWS#
Will your test plans be identical for Windows and Mac with Unity browser-based games? To what extent can you assume common interpretation in the Unity Player and does this reduce your testing requirements?Ĭlick to expand.I am sorry, but you don't know what you are talking, its very relevant. I also find it helps me cost and scope projects more effectively.Īctually while I'm on the subject of platform testing vs cost I have a question for Unity web game devs. I find that comparing cost of implementation with expected return helps me be objective and decide whether I should be supporting customer choice of platform and browser.
![unity web player for linux unity web player for linux](https://linux-cdn.softpedia.com/screenshots/Ubuntu-Netbook-Remix-Lucid-Lynx_1.jpg)
For web projects server logs help ballpark the expected return (could be measured in customer goodwill, traffic generated ad revenue, sales etc) of a particular market subgroup. As an example of what I mean: if a particular client has no business requirement for developing a Linux market for their site then Linux planning, dev and *especially* Linux testing become low priorities. I try to impose limitations on technology targets that are weighed against expected return for the client. So I limit my projects to the type of embedded 3D web players that I would have used Shockwave for a few years ago, trying to make use of the physics engine and hardware-accelerated graphics that you don't get with Flash. In particular, he's intrigued by Flash 3D possibilities such as:įrom my perspective, I would love to try building an entire web site experience in Unity as people do with Flash, but with just Mac and Windows support, I just can't leave Linux users with a blank page.
![unity web player for linux unity web player for linux](https://www.opacity.eu/images/portfolio/graphic_design_PlayerPrefs_Elite_4863_04.jpg)
I proposed a Unity-based project to a friend of mine who runs a web site - he liked Unity's capabilities (and I used to work with him on high-end CG tools), but the first time he tried to run my web demos was with Linux, and currently he is inclined to play it safe with Flash's cross-platform reach (Linux, and maybe mobile devices) and the fact that Flash isn't going away anytime soon. I think an easy way to pose the issue of Linux support is, do you want to use Unity in lieu of Shockwave3D or Flash?