Can Unity's WebView play WebGL games? - c#

I'm part of a team porting old WebGL / Cocos2D-JS games into Unity games, but since there's a lot of them, it's taking awhile.
So one of them asks, why not just use Unity's webview (as can be seen here) to show the WebGL games while the Unity versions are under construction?
I went ahead and tried that, running off a PC with Prepros hosting some web games created with Cocos2D, which is then accessed by a link in Unity.
Unfortunately, all I get is a black page (the same web view can open google just fine, for example).
Maybe I'm just doing something wrong, but I'd like to know if this is even possible in the first place.
The objective is to get Unity to play WebGL games on phones while the actual mobile versions of those games are under construction. Can it be done?

Related

Keep Unity program working in background after device goes to sleep?

I'm working on a Unity project that uses the device camera for AR purposes (I'm using AR Foundation). I currently have it set so that the device won't go to sleep (because I want it to operate for long-periods without user-interaction). Specifically, Screen.sleepTImeout = SleepTimeout.NeverSleep. If I didn't have this, then the device would go to sleep, and the program would stop functioning. Does anyone know if there is a way to keep the program working in the background after the device goes to sleep...similar to how music apps keep playing music? I've come up empty handed after a few hours of searching for a solution. Any help would be greatly appreciated!!!
Some people aren't finding this in more recent versions of Unity. But it's still there: In Player settings, under the section "Resolution and Presentation", you find "Resolution" and below that, there's "Run In Background".
This is only available for Web players and standalones (Anything Except IOS And Android Pretty Much), though (you won't find it when you have the iOS, Android or Flash tab selected.

Can you put a Unity 3d game in a Xamarin cross platform app

Can you put a Unity 3d game in a Xamarin cross platform app?
I am developing a Game using Unity 3D, and I would like to include the game in my Xamarin Cross Platform App.
The Game is a mini game that I will give away free to customers who download and use my App.
Is this possible?
Can you put a Unity 3d game in a Xamarin cross platform app?
It depends.
Assuming you are not talking about browser games, Unity creates its own executable and/or entry point. You would probably have to take the Unity3D-created game and embed that as a resource in the original app, say a Windows Phone app. Then launch the game as a child process.
The original app:
You may be able to embed a Unity3D-created Windows phone app as a resource in an existing Windows Phone application. You could just spawn it as a child process?
Web Game
However, there is nothing stopping you from making a game in Unity3D and having it generate a web game.
Access complimentary build options for Web publishing in Unity 5. Once a user installs it, the hugely popular Unity Web Player plugin updates automatically. Use it to deploy to Internet Explorer, Safari, Mozilla Firefox and more. Tell me more
Your Xamaring app can then simply display a web browser from which you can play your game.
Browser Shell Apps
I see your "Merricks Jewelry" app is already on the iOS store. Be warned that should you pursue the web game approach, I know at one point Apple were strict at one point about native apps that were essentially shells for web-based content. You may need to check with Apple. It may still be the case or it may not.

How to keep a media player going in mobile app?

So, I am looking to make a media player that is cross-platform (windows 10 + windows 10 mobile, XBOne, iOS, OSX, and Android), using C# (by far my most proficient language). I need it to remain playing in the background when the user is doing other things (for all but the XBOne). Ideally, I would like to use a cross-platform framework such as Unity, but if that's not possible, I need to know what steps I must take to make my app persist on each platform.
OSX/Windows 10 are easy, but I haven't been able to find absolutely any good information for Android/iOS especially. How does one keep a media player app going in the background on these? I see posts saying a media player that persists is doable, but they never say how.

Multiplayer without using Windows Live?

I'm making a game in XNA and I'd like it to be multiplayer. However, upon putting in the using Microsoft.Xna.Framework.GamerServices in my games code, it causes my game to crash. I know this is because of the full XNA Game Studio not being installed.
My question is, is it possible to do multiplayer without LIVE? If so, what are some good alternatives?
I want the game to support at least 16 people doing something together.
Also, I'm not totally against LIVE, if there is a way to install XNA fully on a users computer automatically I would definitely do it. Something like when it installs the XNA redistributable upon starting up for the first time.

How to make an executable for a website on xna

I just made a game using xna and I was thinking of making a website to host all my games to come and I was wondering how I could do that. Any suggestions of how I could make my xna game run off a website?
If you want games that run on a HTML page use Flash or JavaScript with HTML5 Canvas.
XNA games are native applications (managed code...) and will not run in a browser. You can create web site with links to install your game...
You can port SpriteBatch-based (ie: 2D) XNA games to Silverlight using ExEn. (Note: ExEn is my product, currently in active development.)
You could also use SilverSprite, although it's kind of old.
And Silverlight 5 has built-in support for some of the XNA APIs (particularly for sound and 3D graphics).
Here is a site that ports XNA to HTML5. I believe that the XNA version needs to be 3.1 in order for it to work. Also, I don't think that it will do 3D.

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