detect if the current browser supports Unity 3D webplayer - unity3d

I'm looking for a script that will detect if the current browser supports Unity3D's WebPlayer?
I've tried using progress.pluginStatus to detect the state "unsupported" but it never returns anything, it doesn't work. Any ideas?

Unity WebPlayer depends on NPAPI to run on Web Browsers. Chrome has removed NPAPI few years ago.
Firefox will remove NPAPI by the end of 2016. This will decrease your audience by more than 70 percent.
To make it worse, WebPlayer is now removed from Unity 5.4 and above.
Use WebGL. Unity supports build for WebGL and it runs on most used Browsers.
Now, to answer your question, there is no API to detect if NPAPI is enabled or not. The trick to do this is to check the version of the Web Browser. This you can use to determine if that version of browser supports NPAPI or not.
So, you have to do a reserach yourself and find out which web broswer version for each web browser disabled NPAPI.

Related

How to start Gameroom login integratoin for Unity games?

"Gameroom(windows)"
I'm trying to integrate our game with Facebook Gameroom. The first step is Login integration.
Seems, the official SDK does not support "Gameroom(windows)" Login.
Where can I find the unity SDK that supported "Gameroom(windows)" Login?
Has anyone integrated with Gameroom before?
Thanks.
I had the same question up until yesterday. I would direct you to this link: https://developers.facebook.com/docs/games/gameroom
You want to use at least Unity 5.6.2 and use the Facebook Gameroom (Windows Native) build included in Unity. Use the 7.10 SDK (choose it from the dropdown it'll say 'Facebook SDK 7.10.1') on the Build Settings screen.
The link that I gave is needed as once you have the build set up there's a lot of things that you need to do to make it work, and the link will help you through that. (On the page in the documentation, there's a link that will take you to the build and testing page - it's the second set of instructions).
I'm currently in the process of porting over a Mobile game to FB Gameroom, so I am going through it myself. Oh! and you'll want to have the 7.10.0 Facebook SDK (available from Facebook) as a .unitypackage file.
The reason for the unity package version is that you will seriously want the examples directory and scripts so that you can implement facebook's api. Do NOT install the entire package as that will blow everything up, just need the scripts and the scenes.
That should get you started. Also, a tech-tip... if you are using UNITY IAP, it will log into facebook on its own (to set up the codeless IAP stuff). I found that out AFTER I modified the examples to handle the login and initialization of the Facebook API.
Good Luck!!!

Using an unsupported API in Android Wear

I'm really keen to develop a web browser application for Android Wear devices. To make such application I need a WebView object, but the major problem is that Google has made the android.webkit API unavailable in that OS.
Since Android is open-source, is it technically possible to manually include the needed libraries, by coping them from the android source code on GitHub into my project? Are they going to work like as in a normal Android device, and is it legal?
Here is the link to the API I'd like to use.
Developing a browser based on WebView is not a good idea anyway. Although historically Android Browser was based on WebView, it had to use a lot of hidden APIs in order to work. All more or less functional browser apps based on WebView have to do the same, which makes them fragile. Also, the resulting browser app will not be as secure as a real multi-process web browser.
A better idea is to take Chromium and build it using Wear SDK. And there is already one built this way.
You don't have access to a complete source for Android Wear to build a complete image.

Unity WebGL browser support

Is there a way to detect or get a list with browsers (and versions) which are supporting Unity WebGL?
I have a few Unity WebGL games on my website and I would like to display some information to users whether (or not) their browser supports Unity WebGL games.
Thank you.
Here you have the actual situation of WebGL support in the main browsers and in its versions:
http://caniuse.com/#feat=webgl

ionic sidemenu on mobile browser not working smoothly

I am developing mobile web app using ionic sidemenu, but it is not as smooth as it should be. When I open sidemenu using slide left/right, I am getting less than 30 FPS as shown in figure.
How can I improve the performance?
Reaching 60 FPS would be great!
AppGyver's Steroids tooling also provides you with access to Crosswalk on Android. You can run it in your Ionic project directly without modifying any files.
Also, Supersonic's sidemenu/drawer is fully native, so if you're up for migrating, it'll run way faster. :)
(Disclaimer: I'm a programmer for AppGyver.)
My advice is to use Crosswalk instead of the Cordova as the webview for the app.
While both share the same end goal, they are different:
Cordova, from the Apache Foundation, uses the regular (pre-lollipop) Android webview, which is based on Android's stock browser since its inception.
The Crosswalk Project, created on the Intel Open Source Technology Center, is different. It wraps your app with Chromium, the open-source base code that gave birth to Google Chrome, which brings numerous performance enhancements: css3 transitions, animations, 3d transformations, html5 support, remote debugging and much better javascript support and performance.
At the time of writing, the Ionic team is already working on a beta version (1.3.0-beta1) that uses Crosswalk instead of Cordova. Not really stable just yet, but a huge promise.
In any case, you can use Crosswalk today, by manually copying your Ionic project's 'www'
folder content to the project folder inside Crosswalk folder and run it. You'll need to setup some manifest files previously, so read the docs.
In any case, it's not hard at all to try, and I'll recommend it everyday for all projects pre-Lollipop. If you're targeting Lollipop/Android 5 versions, you don't need it, because the default Webview in these versions is already Chrome-based.
Hope it helps.

Could the Web-port of a game made with libgdx work as a Facebook app?

I've just started out with libgdx, a week ago.
I know now that there are 4 project folders, and so far I was only interested in Desktop and Android versions.
But then I realised that the Web-port of the game which is also simultaneously built along, is in JavaScript. And Facebook apps use JS and HTML and CSS right?
So say i'm making this Android game, and put out its Web-counterpart thanks to libgdx+GWT's magic. Will that work as a Facebook App?
It should work as Facebook does support HTML5 and JavaScript for its apps. For example, Sky Scraper City is build using HTML5. I have no prior experience with GWT but judging from the fact that GWT applications running in production mode are pure JavaScript and HTML (compiled from Java source), these applications may be made into Facebook apps.