flash图片批量创建元件_在Flash后世界中进行统一和创建内容

flash图片批量创建元件

By now, you may have seen that many of our friends – including Adobe, Microsoft, Facebook, Google, and Mozilla – have announced their plans to support a move away from Flash. If you’re a web content creator, this shouldn’t be shocking news. The trend has been moving away from closed browser plugins for a while. We ourselves stopped supporting Flash in 2013 and our own Unity Web Player in 2016. For Flash, recent events are noteworthy, because specific information has been released, allowing the industry to plan for a Post-Flash world.

到现在为止,您可能已经看到我们的许多朋友(包括AdobeMicrosoftFacebook, Google和Mozilla)已经宣布了支持从Flash迁移的计划。 如果您是Web内容创建者,这不应该是令人震惊的消息。 一段时间以来,这种趋势一直在远离封闭的浏览器插件。 我们自己于2013年停止支持Flash,并于2016年停止支持自己的Unity Web Player。对于Flash而言,值得注意的是最近发生的事件,因为已发布了特定的信息,从而使业界可以为后Flash的世界作计划。

使用Unity创建交互式Web内容 (Creating Interactive Web Content with Unity)

As the industry turns the page on Flash, Unity will continue to support interactive experiences on the web through WebGL. We’ve officially supported it as a build target since 2015, and had even helped craft specifications before then. Today, we actively collaborate with our browser friends – Google, Microsoft, Mozilla, Apple – to ensure compatibility and an optimal experience. We will continue to do so.

随着行业转向Flash页面,Unity将继续通过WebGL支持Web上的交互式体验。 自2015年以来,我们就正式将其作为构建目标,并在此之前甚至帮助制定规格。 今天,我们与Google,Microsoft,Mozilla,Apple等浏览器朋友积极合作,以确保兼容性和最佳体验。 我们将继续这样做。

While collaborating with the industry, we continue to make our own implementation better and better. Some recent improvements: We added support for WebAssembly, which promises faster start-up times and better performance; so much so, that it could be a game changer (more details). We’ve also introduced linear rendering for better graphics. In addition to adding new features, we continue to optimize our own implementation and performance. There’s still some limitations: memory, threading etc… these can manifest in performance issues on 32-bit browsers and mobile devices. We expect some organic resolution, as end users adopt 64-bit browsers and more powerful mobile devices. Furthermore, we expect browsers will continue improving their implementations of WebGL and WebAssembly. We’re especially excited about Shared Array Buffer support, enabling native multithreading for much better performance.

在与行业合作的同时,我们继续使自己的实施变得越来越好。 最近的一些改进:我们增加了对WebAssembly的支持,这保证了更快的启动时间和更好的性能; 如此之多,以至于它可以改变游戏规则( 更多细节 )。 我们还引入了线性渲染以获得更好的图形。 除了添加新功能外,我们还将继续优化自己的实现性能 。 仍然存在一些限制:内存,线程等...这些可能会在32位浏览器和移动设备上的性能问题中体现出来。 随着最终用户采用64位浏览器和功能更强大的移动设备,我们期望有机的解决方案。 此外,我们希望浏览器将继续改善其WebGL和WebAssembly的实现。 我们对共享阵列缓冲区支持感到特别兴奋,它支持本机多线程以提供更好的性能。

The result of all this is that today, with Unity’s WebGL export, you can deploy your Unity projects to the web, just like any other platform Unity supports (Official Compatibility List).

所有这些的结果就是,今天,通过Unity的WebGL导出,您可以将Unity项目部署到Web上,就像Unity支持的任何其他平台(“ 官方兼容性列表” )一样。

Need to see what you can do with WebGL and Unity today? Check out some web games, on our Made with Unity site.

是否需要了解您今天可以使用WebGL和Unity做什么? 在我们的Unity制作网站上查看一些网络游戏。

对未来的想法 (Thoughts for the Future)

While the industry has (and will continue) to rapidly change, we believe the web is an important platform to support. We, Unity, built our name by supporting a wide range of platforms. As always, we will continue our mission to Democratize Game Development by supporting you all, by supporting the platforms and technologies you want to create for, such as mobile, web, VR – and perhaps all three in a single experience!

尽管行业已经(并将继续)快速变化,但我们认为网络是一个重要的支持平台。 我们Unity通过支持多种平台而树立了自己的名字。 与往常一样,我们将通过支持所有人,支持您要为其创建的平台和技术(例如移动,Web,VR),以及可能在一次体验中的所有这三个方面,继续我们的民主游戏开发使命!

翻译自: https://blogs.unity3d.com/2017/07/25/unity-and-creating-content-in-a-post-flash-world/

flash图片批量创建元件

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