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I am evaluating the Unity 3D Engine. There are multiple questions below(I am aware). Asking all these questions separately would cause much duplication in the various explanations. I seek rather a complete answer that addresses the concerns listed. Can anyone elaborate on these questions and return a write-up that covers all of the concerns listed along with a complete explanation on how all of the different parts are used whether inclusive or exclusive of each other.
Some of my early concerns:
- can VB.NET be used instead of C# (or BOTH?) in anything coded via the (object) tag?
- can and is javascript (be) used via the (object) tag or is it used as standardly done on the clientside with a call in the (head) of the page? or possibly the question is: how are the javascript scripts in Unity hooked/delivered into the overall scheme of the web page, the .unity file, the .js files, and any other associated files?
- is the (object) tag smart enough to use the modules(passed) from the cache rather than downloading them each time the page is brought up?
- can the Unity Scripts access HTML objects on the page(text boxes, etc) outside of the Unity predefined screen object?
- can the Unity plug-in be delivered to the clientside from my own servers or must it be downloaded from the Unity Web Site?
- is the plugin the unity.player?
- what files are downloaded for the app(game) to run on the web page and what do these files contain(language, compiled, interpreted, speed, file names, etc...)?
Thank you for reformatting my questions. I am just realizing this tool allows for better formatting than I had paid attention to. Have reformated the bullets to NU$$anonymous$$BERS to facilitate referencing. Tetrad, I revisited this post to mention I had happened upon the URL you pointed out, low-and-behold, your answer already here. Thank you, prompt indeed. $$anonymous$$ost of my fog is cleared. --- But still have difficulty. Will post after doing more reading.
Answer by Tetrad · Jun 22, 2010 at 06:00 PM
No, you can't use VB.net. Using Javascript in Unity (sometimes called UnityScript around here) doesn't mean you're writing javascript things on the web page itself, it means that's what you're using for your scripting language.
For how Unity can talk to the web page it's on, see this reference guide: http://panther.unity3d.com/support/documentation/Manual/Unity%20Web%20Player%20and%20browser%20communication.html
According to the unity EULA, you're not supposed to deliver the plug in download through any means other than a link to the Unity website.
When you build a unity game, it's a single .unity3d file that includes the compiled scripts and the resources used for the game. You can also break out separate files and download them separately or do streaming levels so the player can start the game quicker.
It took me a bit to see how all of this hooks up based on your post. I can see that I will be using (true)javascript in the HT$$anonymous$$L page and UnityScript on the embeded Unityplayer. I wish the .js extension would be .us for example. I will have to make sure the javascript.js and the Unity.js are kept at a distance to avoid potential confusion.
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