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Is the project dead?

Discussion in 'Project Tiny' started by dwdl, May 13, 2021.

  1. dwdl

    dwdl

    Joined:
    Jun 17, 2014
    Posts:
    1
    ???
     
  2. OsirisNetwork

    OsirisNetwork

    Joined:
    Mar 11, 2021
    Posts:
    3
    yes
     
    echeg likes this.
  3. Mauri

    Mauri

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    Dec 9, 2010
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    2,273
  4. GarbageCat

    GarbageCat

    Joined:
    Jul 31, 2012
    Posts:
    252
    they really missed the mark on with this one..
    the web seems to go towards closed wasm websites (can't block ads there)
    a normal MonoBehaviour workflow in Unity but with super tiny website output would be a game changer IMO
     
  5. Arowx

    Arowx

    Joined:
    Nov 12, 2009
    Posts:
    7,721
    Well tiny is just DOTS for WebGL and I've just done a build with the latest alpha and a standard WebGL project went from 9 Mb to 2.4 Mb maybe with improvements in modularity, compression and project size reduction is Tiny as relevant as it was?
     
  6. ElliotB

    ElliotB

    Joined:
    Aug 11, 2013
    Posts:
    28
    I thought that DOTS webGL builds aren't supported (non tiny)? Last time I tried a webGL build for a DOTS game it compiled fine, but crashes after one or two frames playing in the browser.
     
  7. Arowx

    Arowx

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    Nov 12, 2009
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    It was a standard Unity build, I've kept my distance from DOTS as it always seems to go through way to much change to be a valid build platform and I do not like the way it works e.g. Coding style and Editor integration.
     
  8. Awennor

    Awennor

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    Sep 10, 2015
    Posts:
    3
    Wait, what? WebGL builds have gotten smaller? Why?
     
  9. CocosGames

    CocosGames

    Joined:
    Aug 31, 2014
    Posts:
    37
    Why not?
     
  10. Marks4

    Marks4

    Joined:
    Feb 25, 2018
    Posts:
    249
    With compression or without compression? Empty webgl projects are still 14MB on Unity 2020.1. If you're telling me an empty, uncompressed webgl project is 2.4MB on the latest alpha...then wow! That's a huge improvement.
     
  11. SpicyCatGames

    SpicyCatGames

    Joined:
    Sep 30, 2019
    Posts:
    9
    this was mostly a big thing because of fb messenger games IMO. Those were a big thing, and required games to be very small. I think it was 2mb max at first. But messenger games aren't as popular now because they made it hard to access those games so noone plays them anymore.
     
  12. Arowx

    Arowx

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    Nov 12, 2009
    Posts:
    7,721
    I think there is still a huge potential market for Tiny HTML multi-media products, for instance Flash used to rule as a web platform for multi-media games and apps. Tiny and WASM could provide a great platform for light weight web apps that could bring apps back to the freedom of the web.

    How many games could benefit from Tiny setup and options screens that would allow the main game or some flashy 3D vista to stream load in the background whilst the player can spend time setting things up or checking out what they should be doing.

    Also there is still a window of opportunity* for loading screen games that could be a bit of fun while your game loads, especially on web based games.

    * this is shrinking with 5G and faster broadband as well as faster HD/SSDs and MS DirectStorage API (due out this year I think).

    PS: There could also be some amazing uses for super light weight Tiny Unity apps on other platforms e.g. demos/apps/launchers as well as micro games that download and play in seconds.
     
    Last edited: Jun 13, 2021
    GarbageCat likes this.
  13. Awennor

    Awennor

    Joined:
    Sep 10, 2015
    Posts:
    3
    Because somebody would have to think of a way to make it smaller and also implement it hahaha. I was just wondering how did they make it faster.
     
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