Is there a way to add water to a Unity3d project that is combatible with mobile platforms - unity3d

I am working on a Unity3D project, I have Unity Pro which comes with water4. I realize I will not be able to use this if I'm trying to make a game that works on mobile devices. Does anyone have an idea or way of making water (and allowing it to move) to look more realistic then just simply painting it on the terrain and won't crash the game on the mobile device. Also I am creating scripts in unityscript.

This water package looks pretty good, is for Mobile, non-pro and is on the Asset store.
http://u3d.as/content/grespon/easy-water/2Q8

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Can I use ARFoundation instead of Vuforia? Does it support wide range of mobile phones?

Since ARFoundation is free, I'm thinking about using it on a project. What I need is only Image Tracking. But I have a few concerns:
1-) Vuforia supports almost any mobile phone with a camera. I remember, I was using it even in early 2014. If ARFoundation is mainly a framework which is a combination of ARCore and ARKit, I have concerns about it. I know ARKit supported on iPhone 6 Plus and later (fair enough), how about ARCore? Can I trust it on mid-tier Android phones released on late 2014 or more? Can someone define the trade off here?
2-) Implementing Vuforia on a Unity project is a piece of cake. I have a limited time. Would you bet on ARFoundation on a project? Is it "stable" enough or do I have to google it to work, like there's no tomorrow?
Edit: After a 6 months long project development, I have something to say: Use ARKit for IOS, and Vuforia for Android. This way, you will have less headache on Android and more power for AR in IOS :)
ARCore is supported in a lot of devices but still exists a (really) big gap between the ones that works and don't work.
You can check all supported devices here: https://developers.google.com/ar/discover/supported-devices
You can see that is missing really a lot of devices from before 2017-2018.
Also, it's very important to know where do you plan to release your app, some countries probably have more users with the latest phones.
Lastly, Vuforia is really easy to add to a project, really really easy.
ARFoundation is not really dificult, but it is not as easy as Vuforia, but it is stable, it's awesome. It's just a bit more complex to understand, but that is not really a problem, there are a lot of samples out there. You can start with the official ones: https://github.com/Unity-Technologies/arfoundation-samples
If you want just marker based AR, stick to Vuforia. If you need more complex experiences using AR Planes it's better to use AR Foundation.

Is there a way I can test an Augmented Reality app on a phone that doesn't support ARCORE

I have a Xiaomi Redmi Note 8 Pro and it doesn't seem to support ARCore. I found some ways to dodge this but it appears to be quite complicated nor very safe.
My question is:
What other tools would you recommend if I want to create an app in Unity that also needs to use GPS modules, maybe altimeter and of course camera (AR stuff)?
I heard about Vuforia that might do the trick, also read something about AR Foundation from Unity. But to me, it looked like depending on chosen deployment it use AR Core or AR Kit(even Vuforia).
Any clearance about this maybe?
I suggest you don't try messing with your device. It doesn't support ARCore for good reason. And maybe you just try to use Android Studio Emulator, but Alas for some unknown reason, i try it but APK which is generated from unity can't be installed on the Emulator. Some stuff with the architecture
If you want to use Unity anyway. I suggest you use Vuforia. It works on most modern devices and doesn't even need device to test, just hit unity play mode and you can test around from your PC (need webcam).
Vuforia Engine provides a simulator mode in the Game view that you can activate by pressing the Play button. You can use this feature to evaluate and rapidly prototype your scene(s) without having to deploy to a device. (Source: https://library.vuforia.com/articles/Training/getting-started-with-vuforia-in-unity.html)
For Unity with ARFoundation, you can't use your PC like Unity with Vuforia, you need ARCore/ARKit supported devices.
Last if you want AR with GPS Modules (although this is not with unity) checkout AR.js https://github.com/AR-js-org/AR.js

Unity: how to embed a VR Cardboard game into a website

Right now, I think there is not a way to do it within Unity. This is what I have found so far (please, correct me if I'm wrong):
The most popular VR plugins compatible with Unity for both Android and iPhone are Durovis Dive SDK and Google Cardboard SDK.
I have read that most Android phones are compatible with those VR plugins. My experience is that just a few are compatible. Durovis Dive SDK seems to be the most compatible one nowadays. If the Android phone has not gyroscope and the game has the Google Cardboard SDK plugin, the game won't load or crash. If the Android phone has not gyroscope, the game will load but the image will be still when we move the phone.
Unity 5.3 has been just released. It includes WebGL support. It includes VR support. Samsung Gear and Occulus are supported. However, I have not found out anything about the compatibility with others Android or iPhone devices. Maybe it works (I have not test it. I have not found somebody who has test it yet).
Here there is a list with VR technology for the web.
We can find stuff to Export an Unity scene to Three.js. Scripts and animations don't seem to work though.
I just spoke with an industry leader in VR experiences for media companies a couple weeks ago. And his company was one of the first to attempt VR in a web browser through mobile. He said it didn't work very well. He was partially successful, but if his company had problems, I'm guessing it's still a few years off. He said new additions to HTML are coming that will improve this over the next few years.
Hope that helps!
could you try WEBVR
YouTube Tutorial: Demo WebVR Unity
Although it has some defects, but it can serve you for basic applications. I was testing it with 360 videos, this was very heavy for the platform.
You may try WebXR. But you can't add both SDK at the same time.

Merging a game into WinRT app

I'm wondering what options do I have to merge a 2D game into WinRT app that's already developed. I've developed couple of games in Unity3D but not sure if they can be played as a part of WinRT app (launch on button click).
I've heard Microsoft provide XNA framework for game development. Would that be of any help in my case? The requirement is to launch game on button click and get back to app on back button click.
Please let me know if there's better approach/tool available.
Firstly you say you want to merge a game with a WinRT app - Do you mean you want to put a game inside another application, so perhaps have an app as a launch pad for you game? If you want to target WinRT with Unity I just looked at the platforms that Unity targets and Universal Windows Platform is listed there. You could write the application part in Unity couldn't you ? So that the app is just the first scene that you see. That might seem strange, but if you had to use unity and the app was just a small application with not too many requirements you could do it that way.
Xna has been discontinued. You should use other frameworks.
If you want to write it from scratch I would suggest that you write it as WinRT application (Universal Windows Platform) so that you can define the application UI in Xaml and write the game with a dedicated graphics/game api such as SharpDX http://sharpdx.org/ (which is a wrapper around DirectX) or perhaps even better, take a look at Win2D http://microsoft.github.io/Win2D/html/Introduction.htm which is a very impressive 2d graphics api.
In practice, both SharpDX and Win2D would target one of the Xaml controls that give you access to a swap-chain (eg SwapChainPanel, SwapChainBackgroundPanel, CanvasControl etc). These Xaml controls are integrated into the Xaml UI and can simply pop up when you need them and viola, your game is running.
Since it was a 2D game that I wanted to integrate with my WinRT app, I decided to go with Scirra Contstruct 2, designed specifically for 2D games. It exported the project as website which I hosted on my server and used a WebView within my app to load the game. Not only the performance is good, but, as a bi-product, it made the game cross platform.

Can you run a blender game on an iphone or droid?

I have an iPhone and am getting the Droid and was wondering if blender games can run on either of them. I have already made a game and want to be able to use it on my phone.
****UPDATE****
I was wrong, just recently android support has been added but it's brand spanking new so just know that android support would be considered beta quality if that, perhaps even alpha.
I can't believe no one has given this answer:
http://code.google.com/p/gamekit/
Supports the logic bricks/python scripts etc so basically you can just load up your packaged blend file and you're good to go.
there is actually a book on how to integrate blender into a iphone game development workflow. it uses sio2 for the game engine on the iphone. it might be worth to give it a shot.