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by JKCalhoun 1475 days ago
Why not just use canvas/HTML5? Seems do-able.
1 comments

I started with canvas, but a big part of the project was making sure my artist brother would be able to easily position elements, create animations, adjust the layers, and build the scenes. The Unity editor is great for stuff like that. It was also really easy to extend the Unity editor with buttons to automate annoying tasks.

I was also having some annoying issues with scaling everything based on device screen size, and choppy performance, problems I would have fixed eventually, but nice that Unity behaved correctly right off the bat.

If I had another year, I probably would have built a unity scene file parser (or maybe an editor extension) to convert the object positions and script parameters so I could take advantage of the Unity editor while still cutting out a lot of the overhead, definitely a step I would have taken if I couldn't get the WebGL player to behave as well as I did.