Or to create a dummy plist file on the server to trick it. The work around was to find the hidden links to the standalone installers (which they finally published above publicly). Without using those special installers, if it cannot call home, it will crash and refuse to run. I don't have a polite word to describe this, but when we started with Unity they would charge you an unmentioned amount of money to obtain a special "military" style license to get links to the offline installers - we never found out how much, we were directed to sales people several times who never contacted us back. And in the JS file, disable auto-updates etc. It will not play anything made with 5.0.x or 5.1.x or 5.2.x.Ĭlick to expand.That will always happen unless you specifically use the correct build above. They are however limited to this one runtime which has some compatibility implications as listed above.įor example if you have the 4.6.9 player installed you can only run 3.x-4.6.9 content with it. These players come with a runtime packaged and don’t need an internet connection to start or run content. webplayer-x86_64.dmg: Normal player which runs on OSX Firefox and Safari.UnityWebPlayerDevelopment.exe: Development player which runs in Windows Firefox and IE (both 32bit).UnityWebPlayerFull.exe: Normal player which runs in Windows Firefox and IE (both 32bit).The zip archives contain the following installers: The installers are available freely at the following links: With the recent announcement to deprecate the web player we’ve also decided to no longer couple the offline web player with the simulation license it was made for initially.
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