Web player does not appear in Build Settings - web

Web player option does not appear in File -> Build Settings.
I have installed Unity Web Player, and my version of Unity is Unity 5.4.1f1 (64-bit)
I've installed the plugin throught Unity's web too, and restarted Unity.

Unity Web Player has been discontinued and removed from Unity completely in 5.4 release. You have to download the WebGL module and build your game for WebGL. Users were warned about and encouraged to make their code work with WebGL last year
Web: WebPlayer support has been removed, and the default player is now
the platform desktop being run on for the Editor. Therefore desktop
platform installation choices are no longer available for their
respective editors.

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Flutter desktop app for Linux - but Linux server not running desktop

Question: Is there any way to provide a terminal connection with a canvas to a Flutter app being hosted on a non-gui Linux server?
Context: We have a lot of character-based tools running on (CentOS) Linux server. It would be great to write them (or a wrapper around them) as GUI apps using Flutter. I don't need full window management, just things like GUI components, mouse text selection, cut-n-paste, drag-n-drop, SDI design UI.
Is there any way to accomplish that without installing desktop software on the server? I know there's a Raspberry Pi setup for flutter apps on Linux WITHOUT installing desktop. Would anything like that work?

Universal App is being tested in Iphone compatibility mode by apple

I have (now) marked my app to be a Universal App.
When i deploy it locally to an ipad it runs as a native iPad app (all good, nice rendering, heaps of space)
when i submit it to Apple for review they reject it becasue they run it in iphone compatibility app (basically like an iphone 4 ) and the rendering goes wrong (not enough space).
What else do i need to set in the Xamarin project so it will never run in iPhone compatibility mode on the iPad ?
turns out the itunesconnect site is realy not that user friendly...apple eh..
i found a way to delete the old build and link to the new build and they approved it
funny thing is that they seem to write the version of what you enter in itunes connect into your app. so even though they were testing an old build, the screenshot was showing the new build version.. very confusing

iOS App crashes since Xamarin.Forms version 2.3.4 when distributed via TestFlight

We have a Xamarin.Forms app for iOS and Android that we have in the stores for some months now. We develop with VS 2017. For testing the iOS-version, we use TestFlight.
Everything worked pretty well, until mid-april when we wanted to test a new release via TestFlight:
We installed the iOS-App on our test devices via TestFlight, and now on our test devices the app closes down right after the splash screen without generating a crash report (we use HockeyApp).
The app works fine though on the iOS-simulator and when being published directly on a device (iPad) via VS.
We found out that the problem is the update of Xamarin.Forms from version 2.3.3.180 to version 2.3.4.231 or later.
We would like to use latest version of Xamarin.Forms. Does anyone have the same issue and did you find a solution?
We just found the solution for this problem:
We use a custom font for our app and changed the font of the navigation bar in the AppDelegate.FinishedLaunching method by using UINavigationBar.Appearance.SetTitleTextAttributes.
This caused the iOS version of our app to crash when distributing via TestFlight. We removed the code to change the font and now we can publish the app again.

Can I embed a windows store app inside a classic windows application?

I would like to embed a universal windows app into a classic windows application on windows 10. Is this possible?
The short answer is no. However... depending on what you're trying to do, the information below may help you.
If you just want to get the look and feel of a desktop application, you should be aware that Windows 10 apps (unlike Windows 8 apps) run in non-fullscreen mode by default, and can be resized. Desktop apps in Windows 10 have top-right icons (min/max/resize) that look similar to how UWP apps look in the title bar and top-right icons.
If you're creating a UWP app with XAML, you won't be able to embed it in a desktop application. However, if you're building a Windows 10 app using HTML5 and JavaScript, you could repackage it inside a browser control embedded in a desktop application.
If you're creating a game using a 3rd-party tool such as Unity, you can export it as a Windows desktop application just as easily as exporting to a UWP app for Windows 10. Unity can be used for non-game apps as well, so you could export it to a desktop application today, and still have the option of publish a UWP of the same game/app.
If you were thinking of accessing the full Windows SDK from you UWP app, you won't be able to do so, as you will be restricted by the UWP sandbox. But Windows 10 has made many improvements in helping you get access to many advanced features, e.g. accessing certain locations in the file system, so you may be able to get by with all that UWP has to offer.
If you want to avoid the Windows Store, you may sideload your app, as suggested by an earlier comment.
Hope that helps! :)

(How) Does Unity3D perform sand-boxing and security?

Unity3D lets you write scripts in C# which are (IIRC) run through the mono framework on PCs with the Unity player installed.
How does Unity3D sand-box this - I assume they must do - to prevent a malicious site trying to delete your files or report data back to a server about you and your PC?
The Unity Player runs it's own version of the Mono runtime that doesn't include file system access.
There's a massive (10MB) list of what Mono/.Net classes are available for each supported platform.
http://unity3d.com/support/documentation/ScriptReference/MonoCompatibility.html

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