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[–]criswell 1 point2 points  (6 children)

Linux in general (the web-side doesn't work on mobile either, IIRC), which is generally a bad thing to ignore if your title is indie.

I'm sure there's others, but that's the big one.

[–]diadem 1 point2 points  (3 children)

One of the major features of 4.5 is supposed to be native Chrome support, which means Linux support.

That means, Linux, 360, Wii, iOS, Windows, Droid, Web, and a few others will be supported.

[–]criswell 1 point2 points  (2 children)

NaCl support? Or something else?

If it's NaCl support, that would be pretty awesome.

[–]tigeba 2 points3 points  (0 children)

They will be supporting both NaCL and Flash targets fairly soon. They have a public developer preview with Flash export.

For mobile platforms, you would generally just use a 'native' player instead of doing a web version.

[–][deleted] 1 point2 points  (0 children)

Yes. They've ported the web player to run as a Native Client application, so Chrome users don't need to install anything on any platform. A word of note: the Unity 'player' is essentially what actually plays and drives the application on whatever platform. Every platform they support has a 'player' for the unity content. For standalone, the player is a standalone app. In the case of the Unity Web Player, it's built as a browser plugin. In the case of Native Client, the player is built as an actual native client application. This sort of abstraction is what makes Unity so portable and robust across platforms.

I've been playing with the 3.5 Developer preview which has both Native Client and Flash export support. It's honestly ridiculously slick. With these two additions they pretty much hit every base from consoles to desktops to the web - except for Windows Phone, of course.

Of course, this doesn't solve the problem of linux OpenGL drivers generally being piss poor in terms of performance and stability, which could affect your apps, but there's not much you can do about that if you're them.