flash 和unity_Unity和Flash:先睹为快。

flash 和unity_Unity和Flash:先睹为快。

flash 和unity

flash 和unity_Unity和Flash:先睹为快。

Over the last few months here at Unity, we have been hard at work on, amongst many other cool things, the ability to publish from Unity to the Flash Player. This means that next to the already existing build targets of a Unity project, one will be able to target Flash with Stage3D, announced for Flash Player 11.

在Unity的过去几个月中,我们一直在努力进行从Unity发布到Flash Player的能力等诸多有趣的事情。 这意味着,除了Unity项目的现有构建目标外,还可以使用针对Flash Player 11宣布的Stage3D来针对Flash。

Since our initial announcement, there has been a great deal of interest and many people have questions on what Unity supporting Flash means. Today we lift the veil for a sneak peek.

自从我们最初发布公告以来,引起了极大的兴趣,许多人对Unity支持Flash的含义有疑问。 今天,我们揭开了面纱,以作一睹。

Unity for Flash Developers

适用于Flash开发人员的Unity

We are organizing a Flash day on September 27th, the day before the Unite conference, aimed at getting Flash developers up to speed with Unity development. On this day we’ll be showing and telling about the Flash support functionality and giving entry level overviews of Unity to get you started.

我们将在9月27日( Unite会议召开的一天)组织一次Flash日 ,目的是使Flash开发人员跟上Unity开发的步伐。 在这一天,我们将展示并介绍Flash支持功能,并提供Unity的入门级概述,以帮助您入门。

If you are a Flash developer or designer interested in getting started with Unity, this is a great kick-start to enjoy the Unite Conference following the days after.

如果您是对Unity入门感兴趣的Flash开发人员或设计人员,那么此后的日子将是开始Unity大会的绝佳起点。

If you are interested in learning more about our Flash support, meeting the Flash team at Unity, asking us questions about it or just look at the demos we’ll be showing, we are looking forward to see you there !

如果您有兴趣了解有关我们的Flash支持的更多信息,与Unity的Flash团队会面,向我们询问有关此问题的信息,或者只是看一下我们将要展示的演示,我们期待在这里见到您!

The Unity Flash day is free (please do register though), and right now, there are still tickets available for the Unite conference.

Unity Flash日是免费的(尽管请先注册 ),现在,仍然有Unite会议的门票。

Can’t make it out for Flash day ? Sad panda ? Well, we have some good news ! Let us shed some light on our work with a sneak peek right now….it includes a video and it is the first time we are showing our work publicly.

无法在Flash天中脱颖而出吗? 熊猫难过吗? 好吧,我们有一些好消息! 现在让我们通过偷看来阐明我们的工作…。其中包括一个视频,这是我们第一次公开展示我们的工作。

A sneak preview

预览

This video preview shows the Shadowgun game demo by Madfinger Games, a highly anticipated iOS & Android Unity built game. Except now, it is exported for and running in the Flash Player !

该视频预览显示了Madfinger GamesShadowgun游戏演示,这是备受期待的iOS和Android Unity构建游戏。 除了现在,它已导出并在Flash Player中运行!

演示地址

While we are not quite ready to ship with Flash support yet, we just couldn’t resist sharing this video with you, as this has been a major milestone for us. We’ve taken the project, changed the build platform to Flash, hit build; magic happens…and the game runs in the Flash Player.

尽管我们还没有准备好提供Flash支持,但我们无法抗拒与您分享此视频,因为这对我们来说是一个重要的里程碑。 我们已经完成了项目,将构建平台更改为Flash,开始构建; 发生了魔术……游戏在Flash Player中运行。

Performance is great and things are looking very promising. Keep in mind, this is a sneak peek; many things are still rough around the edges. Rest assured we are working hard to ship this, there is nobody who likes to see this in your hands as soon as possible more than we do.

性能很棒,并且看起来非常有前途。 请记住,这是一个偷窥。 许多事情仍然很艰难。 请放心,我们正在努力运送此产品,没有人比我们更希望尽快看到您的手中的产品。

Features, features, features.

功能,特征,功能。

Many of the features available in Unity today and in the future will be directly available for Flash when we release our Flash export feature. For all of you that are interested in, but less familiar with Unity we’d like to highlight some features that currently already work for the Flash export of our internal Unity build right now.

当我们发布Flash导出功能时,现在和将来在Unity中可用的许多功能将直接用于Flash。 对于所有对Unity感兴趣但不熟悉Unity的人,我们想着重介绍目前对内部Unity构建的Flash导出当前可用的一些功能。

flash 和unity_Unity和Flash:先睹为快。

Unity has an integrated physics solution powered by NVIDIA PhysX. Used for things like rigidbody, ragdoll and realistic car physics, this will make your world come alive with fast and accurate physics. We’ve been testing it out on Flash with some complex scenes and it runs smooth and fast ! For the initial release of our Flash support we will probably not be supporting cloth and soft bodies. All in all this feature combined with the ease of Unity’s editor is hugely powerful to build rich and realistic dynamic worlds.

Unity具有由NVIDIA PhysX支持的集成物理解决方案。 用于诸如刚体,布娃娃和逼真的汽车物理学之类的事物,这将使您的世界以快速而准确的物理学来栩栩如生。 我们已经在Flash中测试了一些复杂的场景,并且运行起来流畅,快速! 对于我们的Flash支持的最初版本,我们可能将不支持布料和软体。 总而言之,此功能与Unity编辑器的简便性相结合,对于构建丰富而逼真的动态世界具有强大的功能。

flash 和unity_Unity和Flash:先睹为快。

Adding atmosphere to your scene with advanced and beautiful lighting, can be done from within the Unity editor, using the built in Beast lightmapper. Since the lightmapping is done offline in the editor, it has very little impact on the runtime performance of your game, while adding much more visual depth and atmosphere to it.

使用内置的Beast光照贴图器,可以在Unity编辑器中通过先进而优美的照明为场景添加气氛。 由于灯光映射是在编辑器中离线完成的,因此它对游戏的运行时性能几乎没有影响,同时为其增加了更多的视觉深度和氛围。

flash 和unity_Unity和Flash:先睹为快。

With built-in Umbra Occlusion Culling, Unity adds a performance optimization to render only what’s actually visible for the viewer. Visually, the result is the same, but now optimized and faster rendering, with little effort needed to do so.

通过内置的Umbra Occlusion Culling,Unity添加了性能优化,以仅呈现查看器实际可见的内容。 从视觉上看,结果是相同的,但现在已实现优化和更快的渲染,而无需付出任何努力。

flash 和unity_Unity和Flash:先睹为快。

Everything rendered in Unity is done so with shaders. While Unity ships with 60+ shaders, you can also build your own. The best thing ? Our Flash port automatically converts this to Stage3D AGAL assembly and does all the hard work for you, no extra work involved.

在Unity中渲染的所有内容都是使用着色器完成的。 虽然Unity附带了60多种着色器 ,但您也可以构建自己的着色器 。 最好的东西 ? 我们的Flash端口会自动将其转换为Stage3D AGAL程序集,并为您完成所有艰苦的工作,而无需进行任何额外的工作。

flash 和unity_Unity和Flash:先睹为快。

This feature, planned for Unity 3.5, adds really nice and fast dynamic lighting. As the ShadowGun demo shows, lightprobes have a great effect on your scene’s lighting. It renders at a relatively little performance cost and adds lighting details to your scene and it’s dynamic objects, adding to both realism of lighting and visual beauty.

此功能是为Unity 3.5计划的,它添加了非常好的和快速的动态照明。 如ShadowGun演示所示,光探针对场景的照明有很大的影响。 它以相对较低的性能成本进行渲染,并向场景及其动态对象添加照明细节,从而增加了照明的真实感和视觉美感。

flash 和unity_Unity和Flash:先睹为快。

Fire, explosion, debris, fireflies; particle systems add many types of animated detail to your scenes; the current particle system as well as the up and coming new ones, planned for 3.5, fully work for Flash.

火灾,爆炸,碎屑,萤火虫; 粒子系统为场景添加了许多类型的动画细节; 计划用于3.5的当前粒子系统以及即将出现的新粒子系统完全可以在Flash中使用。

Unity can build your games for many different platforms already; and the scripting is portable from platform to platform. With a dash of magic (read : blood, sweat and tears) by our dev team, we support the exact same functionality for Flash. If you script your game with C# or strict JavaScript, everything gets converted to and compiled as ActionScript. This keeps your games portable between platforms and allows existing users using C# to easily target the Flash platform. For the first release we will also support most basic .NET library functionality.

Unity可以为许多不同的平台构建游戏; 而且脚本可以在平台之间移植。 通过我们的开发团队的一点魔力(阅读:鲜血,汗水和眼泪),我们支持Flash完全相同的功能。 如果您使用C#或严格JavaScript编写游戏脚本,则所有内容都会转换为ActionScript并编译为ActionScript。 这样可以使您的游戏在平台之间具有可移植性,并允许使用C#的现有用户轻松定位Flash平台。 对于第一个版本,我们还将支持大多数基本的.NET库功能。

Unity will automatically generate navigation meshes from your level geometry. Beautiful, natural-looking crowd simulation using RVO and PLE algorithms wrapped in a simple API. Agents can find paths to target locations with built-in crowd simulation, or can be moved directly on the NavMesh in a similar way to the character controller.

Unity将根据您的关卡几何自动生成导航网格物体。 使用包装在简单API中的RVO和PLE算法进行美观,自然的人群模拟。 座席可以使用内置的人群模拟功能找到到达目标位置的路径,或者可以以与角色控制器类似的方式直接在NavMesh上移动。

Adding audio to to 3D positions and having your player experience the audio of that point in space adds another layer of depth to your game. For the first release of the Flash support we will only support the basics, without effects. However, all normal editor features are retained, allowing you to easily add immersive audio to your game.

将音频添加到3D位置并让您的玩家体验太空中该点的音频,这将为您的游戏增加另一层深度。 对于Flash支持的第一个版本,我们将仅支持基础知识,没有效果。 但是,保留了所有常规编辑器功能,使您可以轻松地将沉浸式音频添加到游戏中。

Unity supports seamless import and modification of your assets using 3D modellers and Photoshop. With the addition of Flash support, this means that getting from a set of assets to making it interactive with the Unity editor to publishing it for Flash will be as smooth as it is already. We think getting this kind of ease of use for your production is currently unseen for the Flash Platform.

Unity支持使用3D建模器和Photoshop无缝导入和修改资产。 有了Flash支持,这意味着从一组资产到与Unity编辑器进行交互,再为Flash发布它,将变得非常顺畅。 我们认为Flash平台目前尚不具备为您的生产提供这种易用性的功能。

Specifically for Flash support, you’ll be able to communicate between the project and other ActionScript code. This means that you don’t lose any Flash functionality and it allows for tight integration between Flash and Unity. It allows embedding the Unity exported content within your existing Flash project and communicate between your Unity and Flash content.

专为Flash支持而设计,您将能够在项目与其他ActionScript代码之间进行通信。 这意味着您不会丢失任何Flash功能,并且可以实现Flash与Unity之间的紧密集成。 它允许将Unity导出的内容嵌入现有Flash项目中,并在Unity和Flash内容之间进行通信。

Preparing now to build for Flash

现在准备构建Flash

The above is just a short list of highlights that work out of the box, amongst many more. We are still hard at work on Flash support, however there are some things that are not likely to work in the first release. We’d like to point them so you can start working on preparing your projects for Flash.

上面只是一些现成的亮点的简短列表,还有更多。 我们仍在努力支持Flash,但是有些事情在第一版中不太可能起作用。 我们想指出它们,以便您可以开始为Flash准备项目。

  • Anything requiring mouselock (unfortunately this is a Flash Player API limitation, it has no mouselock)

    需要鼠标锁的所有内容(不幸的是,这是Flash Player API的限制,它没有鼠标锁)
  • Scripting your project with non-strict javascript (if you have #pragma strict in your js file, you’re good)

    使用非严格的javascript脚本编写项目脚本(如果您的js文件中包含#pragma strict,则很好)
  • Raknet networking (networking could still be achieved through ActionScript messaging & Flash networking)

    Raknet网络(仍可以通过ActionScript消息传递和Flash网络实现网络连接)
  • “Complicated” things from the .NET class library  (for example; BinaryFormatter, Crypto, WebRequest, Reflection)

    .NET类库中的“复杂”内容(例如; BinaryFormatter,Crypto,WebRequest,Reflection)
  • Advanced Audio filters (Reverb zones, Doppler, etc)

    高级音频过滤器(混响区,多普勒等)
  • Video (however, flash video can be controlled using ActionScript messaging)

    视频(但是,可以使用ActionScript消息传递来控制Flash视频)
  • Terrain engine

    地形引擎
  • Deferred rendering

    延迟渲染

Over time this list will get shorter, but we do not plan on holding back a first release for the lack of any of those features. As for the question “when is it done”; at this point we are not able to give you an exact shipping date yet. We’ll follow up with another post when we know more.

随着时间的流逝,这个列表会越来越短,但是由于缺少这些功能,我们不打算推迟发布第一版。 至于“何时完成”的问题; 目前,我们尚无法给您确切的发货日期。 了解更多信息后,我们将继续发布另一篇文章。

We hope you enjoyed this little sneak, are looking forward to hear what you think and will hopefully see you at our Flash day or Unite !

我们希望您喜欢这个小小的尝试,期待听到您的想法,并希望在我们的Flash Day或Unite见到您!

翻译自: https://blogs.unity3d.com/2011/09/01/unity-and-flash-a-sneak-peek/

flash 和unity