we are using Facebook's Unity SDK on the Facebook Web Platform (using Unity WebPlayer).
We went for the non-html approach so we only provide the .unity3d file url. (Unity Integration button is active)
Using this method we have this three problems:
1) we find no way to customize the Unity loading screen. This method and this method only work using old html integration way.
2) on Windows platforms, any Facebook floating div, such as chat windows or search dialog result, make the game to be invisible. (if fact facebook javascript sent the game canvas to -10000 x-position)
3) we can't use a custom html tiled background image. We might change the background after Unity is loaded but the transition doesn't look good
My questions are:
Is is possible to solve them and still using Unity Integration method?
Do you suggest us to go for the old html integration method?
Thanks!
We are working to resolve this soon.
Unfortunately for certain browsers, Unity will always draw on top of everything. That means when chat windows pop up they would appear under the game. We try to keep the game around if this isn't the case.
Does Application.ExternalEval() with JS not work for you?
The benefits you get from using the Unity Integration is that:
the dialogs will appear in game, so your players won't be kicked out of fullscreen if they are there.
cross platform would be easier, as you don't have to integrate a different SDK if you also export to Android and iOS
don't have to manage the web page on canvas
Unless you want more DOM control directly through JS/HTML before the game loads, it's probably better to stick with the Unity Integration.
I hope that helps your decision making.
Related
I was doing some research on Live Streaming. I want to develop a solution where I will collect live streams from multiple remote cameras on my website, modify the stream with a custom text banner (i.e. we have on news TV channel, football match) at the bottom and broadcast it to all.
I know there are Flash plugins available for video streaming and editing, but I want to build this web app to be mobile friendly and responsive.
HTML5 could be used to display multiple video streams on the website, but how can I add a text banner, graphs or any other frame on a running live stream?
The easiest way to do this, and the way that gives you the most quality and control over presentation, is to just do it on the client application. It sounds like you control this, so just modify your application to fetch a data stream alongside the video stream. This will work great assuming that you control the client side, and exact synchronization isn't critical.
Assuming you don't control the players at all and you need to bake this all into the video, there are a variety of tools you can use. GStreamer, FFmpeg, even VLC depending on your requirements. If you need something more interactive, OBS might be something to look into as well.
Ok,
I have a working JOGL application. I use a lot of OpenGL features in it including Textures, VBO's, Ray-Picking, etc. I like working with OpenGL directly and don't want to use any other 3D graphics libraries.
What I want to achieve is two fold:
I want to be able to embed this JOGL application in a subset window of a larger UI window. So alongside the JOGL window will be a photo viewer, text box and scrollable list.
I am designing this application to run on Windows 10, multi touch hardware.
What I have found so far:
Java's Swing toolkit is the only way that I have been able to embed a JOGL window. However, Swing is old and dated looking.
Incorporating multi touch into swing can be done but does require a lot of custom gesture detection. This is fine but maybe options exists that don't reinvent the wheel.
JavaFX looks great and i'd like to use it but I don't see any straightforward way of pairing it with JOGL.
Do any of you have suggestions? Has anyone done this before?
You can integrate JOGL into a JavaFX application by using the SwingNode.
https://docs.oracle.com/javase/8/javafx/api/javafx/embed/swing/SwingNode.html
The opposite (integrating some JavaFX into a Swing application) is also possible but I would not reccomend it.
Doing the JOGL integration this way will not be as performant as a native OpenGL window but for many application it will be sufficient.
There's a far better solution right now based on JOGL 2.4 RC NewtCanvasJFX, please have a look at my detailed tutorial.
I have been working with cocos2d-iPhone, cocos2d-x, and cocos2d-html5 for quite some time. I wanted to ask if it is okay to build a website with cocos2d-html5. I want to do it because I want the website look interactive, animated, and scroll around like a game. We can do this with javascript, but is it possible to write it in cocos3d-html5? What are the drawbacks of doing this? And is there any existing website that is built on cocos2d?
Thank you for the help.
As i figured out, you cannot make a cocos2d-html based website as it is for making web apps for web sites. Although a web app can cover up the whole screen but there are a large number of issues assigned to creating such a situation. The internet users are used to using the refresh and back buttons on the web browser as well as opening in the new tab, nothing of these options would work in a cocos2d-html based web app as the navigation would be all done within the application and in no way can the button in the browser respond in the appropriate manner.
I have been searching for about a week now and found such pure AS3 UI/components:
What I'm trying to create is (Adobe AIR mobile) options/settings menu for game and depending on the size/pixel density of a particular screen
may require scrolling down options, mimicking the scrolling lists of Android with visual indicator of list location and the visual clue when reaching the end of the list
with the inertia too
MinimalComps (minimalcomps.com)
Razorberry (razorberry.com/blog/components/)
But they are all optimised for mouse clicks and use scrollbars as the interaction area for example
(uses minimalcomps, try to use it in browser on mobile touchscreen, very fiddly to use, in fact had to zoom in just to get past the conditions screen(!!))
I've had no luck finding any information or tutorial to create menu system in Adobe AIR mobile in pure AS3 (it usually just links to Flex or AIR desktop applications)
I only found one example of game pure AS3 with source to show, http://blogs.adobe.com/cantrell/archives/2010/05/my_presentation_on_multiscreen_development.html
but it doesn't show you how to implement basic touch menus/UI or interface,
I've been meaning to give mad components a try, they look very promising. Not sure if they'll solve your particular problem, but they do seem to outperform a similarly equipped Flex app (based on other developer's comments ;)
Look at foxhole components :
source and example
And You can also look at this project i working on , its extension for MinimalComps that works like Flex display system and have databinding . With little style work and extend few components You can use it on touchscreens.
source: https://github.com/turbosqel/Extended-MinimalComps
example: http://turbosqel.pl/ExMinimalComps/simple/
Feathers UI powered by Starling (fully GPU-rendered UI)
Its officially supported by Adobe, 100% open source and skinnable. See apps and games that use it for their UI. Docs are here.
This is the recommended method as of 2014-2015. For example, foxhole components is now depreciated in favor of Feathers.
I am currently working on my final year project for my degree in Software Engineering. I have decided that my project will be to develop a web application using HTML5 that will display chord sheets in a web browser (specifically Google Chrome). The idea is that each member of a band might have some sort of device in front of them (iPad, laptop etc.) which can access the application where they can log in, view the chords for the songs as the progress through a set and add annotations which are stored in the database and then shown to the user each time the song is displayed on their screem.
However, I am having a problem with how best to display all this in a browser window. I want it to have a similar appearance to that of a PDF document displayed in a browser window in that the user is able to scroll horizontally and vertically and zoom in and out as if they were viewing a PDF document. Is using SVG graphics the best way to achieve this? Or is there another way?
Rendering speed is going to be important as the idea is that this will be a system that could potentially be used in live situation, and I need to make sure I keep page loading/rendering times as low as possible.
I would greatly appreciate any thoughts you have!
Check out Vexflow! It’s an open-source web-based music notation rendering API, written completely in JavaScript, and runs right in the browser. VexFlow supports HTML5 canvas and SVG.
Here’s a demo and here’s a tutorial.