{"author_name":"pkenney","cat":"LD #34","comments":[],"epoch":1449845220,"likes":1,"metadata":{"p_key":"12160","p_author":"pkenney","p_authorkey":"30865","p_urlkey":"47410","p_title":"I\u2019m In \u2013 but I miss Unity\u2019s web player builds","p_cat":"LD #34","p_event":"LD34","p_time":"1449845220","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"30865","us_name":"pkenney","us_username":"\/author\/pkenney\/","event_start":"1449792000","event_key":"31","event_name":"LD34"},"text":"<p>I&#8217;m in for LD34 compo. \u00a0It is my 6th Ludum Dare.<\/p>\n <p>My tools are Unity, GraphicsGale, and BFXer. \u00a0I have a personal\u00a0&#8220;UnityLDStarterKit&#8221; which is code for a\u00a0skeleton game that I use, boiled down from previous entries. \u00a0It helps to hit the ground running.<\/p>\n <p>The loss of the Unity WebPlayer support in browsers is a concerning problem. \u00a0Test builds of the WebGL are not encouraging &#8211; they work, but the builds take a lot longer to perform, and result in <strong>a 140MB javascript file?!<\/strong><\/p>\n <p>140MB of javascript sounds insane to me, and obviously the experience is terrible for the user to have to wait for that to download.<\/p>\n <p>My Unity WebPlayer plugin games, by contrast, were usually well under 1MB until I added sound, and then would go a bit over that.<\/p>\n <p>So I am displeased by the 100x increase in download time that I feel I should expect my users to suffer.<\/p>\n <p>I guess my strategy will be to build for two platforms: \u00a0PC standalone and WebGL.<\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>","time":"December 11th, 2015 9:47 am","title":"I\u2019m In \u2013 but I miss Unity\u2019s web player builds"}