Unity and Flash : a sneak peek.

September 1, 2011 in Technology

Over the last few months here at Unity, we have been hard at work on, amongst many other cool things, the ability to publish from Unity to the Flash Player. This means that next to the already existing build targets of a Unity project, one will be able to target Flash with Stage3D, announced for Flash Player 11.

Since our initial announcement, there has been a great deal of interest and many people have questions on what Unity supporting Flash means. Today we lift the veil for a sneak peek.

Unity for Flash Developers

We are organizing a Flash day on September 27th, the day before the Unite conference, aimed at getting Flash developers up to speed with Unity development. On this day we’ll be showing and telling about the Flash support functionality and giving entry level overviews of Unity to get you started.

If you are a Flash developer or designer interested in getting started with Unity, this is a great kick-start to enjoy the Unite Conference following the days after.

If you are interested in learning more about our Flash support, meeting the Flash team at Unity, asking us questions about it or just look at the demos we’ll be showing, we are looking forward to see you there !

The Unity Flash day is free (please do register though), and right now, there are still tickets available for the Unite conference.

Can’t make it out for Flash day ? Sad panda ? Well, we have some good news ! Let us shed some light on our work with a sneak peek right now….it includes a video and it is the first time we are showing our work publicly.

A sneak preview

This video preview shows the Shadowgun game demo by Madfinger Games, a highly anticipated iOS & Android Unity built game. Except now, it is exported for and running in the Flash Player !

While we are not quite ready to ship with Flash support yet, we just couldn’t resist sharing this video with you, as this has been a major milestone for us. We’ve taken the project, changed the build platform to Flash, hit build; magic happens…and the game runs in the Flash Player.

Performance is great and things are looking very promising. Keep in mind, this is a sneak peek; many things are still rough around the edges. Rest assured we are working hard to ship this, there is nobody who likes to see this in your hands as soon as possible more than we do.


Features, features, features.

Many of the features available in Unity today and in the future will be directly available for Flash when we release our Flash export feature. For all of you that are interested in, but less familiar with Unity we’d like to highlight some features that currently already work for the Flash export of our internal Unity build right now.

Unity has an integrated physics solution powered by NVIDIA PhysX. Used for things like rigidbody, ragdoll and realistic car physics, this will make your world come alive with fast and accurate physics. We’ve been testing it out on Flash with some complex scenes and it runs smooth and fast ! For the initial release of our Flash support we will probably not be supporting cloth and soft bodies. All in all this feature combined with the ease of Unity’s editor is hugely powerful to build rich and realistic dynamic worlds.

Adding atmosphere to your scene with advanced and beautiful lighting, can be done from within the Unity editor, using the built in Beast lightmapper. Since the lightmapping is done offline in the editor, it has very little impact on the runtime performance of your game, while adding much more visual depth and atmosphere to it.

With built-in Umbra Occlusion Culling, Unity adds a performance optimization to render only what’s actually visible for the viewer. Visually, the result is the same, but now optimized and faster rendering, with little effort needed to do so.

Everything rendered in Unity is done so with shaders. While Unity ships with 60+ shaders, you can also build your own. The best thing ? Our Flash port automatically converts this to Stage3D AGAL assembly and does all the hard work for you, no extra work involved.


This feature, planned for Unity 3.5, adds really nice and fast dynamic lighting. As the ShadowGun demo shows, lightprobes have a great effect on your scene’s lighting. It renders at a relatively little performance cost and adds lighting details to your scene and it’s dynamic objects, adding to both realism of lighting and visual beauty.

Fire, explosion, debris, fireflies; particle systems add many types of animated detail to your scenes; the current particle system as well as the up and coming new ones, planned for 3.5, fully work for Flash.

Unity can build your games for many different platforms already; and the scripting is portable from platform to platform. With a dash of magic (read : blood, sweat and tears) by our dev team, we support the exact same functionality for Flash. If you script your game with C# or strict JavaScript, everything gets converted to and compiled as ActionScript. This keeps your games portable between platforms and allows existing users using C# to easily target the Flash platform. For the first release we will also support most basic .NET library functionality.

Unity will automatically generate navigation meshes from your level geometry.
Beautiful, natural-looking crowd simulation using RVO and PLE algorithms wrapped in a simple API. Agents can find paths to target locations with built-in crowd simulation, or can be moved directly on the NavMesh in a similar way to the character controller.

Adding audio to to 3D positions and having your player experience the audio of that point in space adds another layer of depth to your game. For the first release of the Flash support we will only support the basics, without effects. However, all normal editor features are retained, allowing you to easily add immersive audio to your game.

Unity supports seamless import and modification of your assets using 3D modellers and Photoshop. With the addition of Flash support, this means that getting from a set of assets to making it interactive with the Unity editor to publishing it for Flash will be as smooth as it is already. We think getting this kind of ease of use for your production is currently unseen for the Flash Platform.

Specifically for Flash support, you’ll be able to communicate between the project and other ActionScript code. This means that you don’t lose any Flash functionality and it allows for tight integration between Flash and Unity. It allows embedding the Unity exported content within your existing Flash project and communicate between your Unity and Flash content.

Preparing now to build for Flash

The above is just a short list of highlights that work out of the box, amongst many more. We are still hard at work on Flash support, however there are some things that are not likely to work in the first release. We’d like to point them so you can start working on preparing your projects for Flash.

  • Anything requiring mouselock (unfortunately this is a Flash Player API limitation, it has no mouselock)
  • Scripting your project with non-strict javascript (if you have #pragma strict in your js file, you’re good)
  • Raknet networking (networking could still be achieved through ActionScript messaging & Flash networking)
  • “Complicated” things from the .NET class library  (for example; BinaryFormatter, Crypto, WebRequest, Reflection)
  • Advanced Audio filters (Reverb zones, Doppler, etc)
  • Video (however, flash video can be controlled using ActionScript messaging)
  • Terrain engine
  • Deferred rendering

Over time this list will get shorter, but we do not plan on holding back a first release for the lack of any of those features. As for the question “when is it done”; at this point we are not able to give you an exact shipping date yet. We’ll follow up with another post when we know more.

We hope you enjoyed this little sneak, are looking forward to hear what you think and will hopefully see you at our Flash day or Unite !

Comments (131)

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  1. MandyCapy

    November 23, 2011 at 11:54 am / 

    Adobe will no longer support even the “normal” flash player in the near future.

    Then is anyway the only and best way WebGL


  2. MandyCapy

    November 23, 2011 at 10:26 am / 

    Flash is out!

    After their Adobe Flash Player is no longer available and no longer being developed, should be unity, strongly support WebGL.

    Flash will disappear in the near future.

    It is therefore very important that Unity supports WebGL and not Flash.

    It’s quite simple. Because CopperCube supports WebGL already. Why does not the Unity3D?


    Please, thinks and does something right.

  3. Aras Pranckevičius

    November 15, 2011 at 3:06 pm / 

    @Mike deSimon: it does not. Also, Adobe only cancelled the mobile Flash plugin, which never really worked in the first place (iOS never had it, half of Androids did not have it either). Mobile AIR is still alive & kicking.

  4. Mike deSimon

    November 15, 2011 at 12:04 pm / 

    Does Adobe’s recent press release about not supporting flash player mobile effect Unity’s progress in creating a swf export?

  5. paha

    November 9, 2011 at 3:31 pm / 

    This is maginificent news!!

    I’d like to know more about licensing, any info about that yet?


    November 9, 2011 at 12:54 am / 

    Great guyz!!!

    Unity its great, all team are doing the good job.

  7. Elijah

    October 15, 2011 at 9:51 pm / 

    How much does this Flash export cost? Please someone tell me!

  8. Frinkky

    October 7, 2011 at 8:19 pm / 

    This looks amazing – the merging of technologies. Great job!

  9. Georgy Angelov

    October 5, 2011 at 9:28 am / 

    I can’t be happier with this new feature! I love the way it works! THANKS!

  10. venkatnarayan b

    October 3, 2011 at 10:11 pm / 

    Can I program the game using AS3 instead of JS and C#?

  11. BarX

    September 25, 2011 at 4:38 pm / 

    don’t forget a linux version in your next releases :P

  12. provie

    September 21, 2011 at 10:39 am / 

    Awesome ;)

  13. Muhannad

    September 19, 2011 at 12:36 pm / 

    I am in love with Unity

  14. gameDev_2102

    September 17, 2011 at 9:00 am / 

    Woow….unbeliveable !!! Am i dreaming :)
    I am curious about, what has faster loading, the Flash plug or Unity plug ?
    Maybe the same…?

    Anyway. This is a really great opportunity to spread the range of your own
    development ! Thanks for news-update & cheers.

  15. John

    September 15, 2011 at 6:04 am / 

    I waited 10 years, first started playing with Wild Tangent (also used Javascript!!). Now we truly have a cross platform highly penetrated 3d games in browser!

    Anyways, when saw the video, I literally fell backwards into my chair and shouted “HOLLY CRAPP”.

    I don’t care about becoming a doctor anymore or save lives in Africa. I want to use Unity3d and make 3d flash games. That’s it.

  16. kishor3d

    September 15, 2011 at 2:10 am / 


  17. sHTiF

    September 12, 2011 at 5:27 pm / 

    This is awesome news, although one question i can understand why most of the “not yet” implemented features are there such as deferred rendering since that is almost impossible to do with current Molehill version i don’t understand why the Terrain is not supported.

    Any specific reason for that? Just curious.

  18. WrF

    September 12, 2011 at 4:49 am / 

    Great! I am only missing one thing regarding Flash: I would like to import FLASH animation as texture to an object. Is that anywhere in the ropdmap? Would be great for integration of existing assetts. :D

  19. hquu

    September 10, 2011 at 10:38 pm / 

    不可思议的事情 很好

  20. Rod

    September 9, 2011 at 8:06 pm / 

    The code can be written in ActionScript 3.0? That would be amazing…

  21. Jim

    September 9, 2011 at 1:23 am / 

    Have to say, the quality and functionality seemed pretty solid, if not at least for a flash game. While I just don’t like AS3 for object referencing being able to do this opens up a few doors. If nothing else, makes for a really fun way to demo a game regardless of it’s actual platform with the availability of Flash.

    I want. Now please. :D

  22. Adam

    September 8, 2011 at 2:20 pm / 

    Amazing! Great work Unity Team! Thank you for the preview, can’t wait to get started with it!

  23. karel

    September 8, 2011 at 3:41 am / 


    You are missing the point here. This is most genius marketing strategy to date. Thanks to this move Unity wins over millions of Flash developers around the world. So what do you think happens in 5 years? There maybe possibility that Flash is dead and HTML5 rules the world. What then? Unity by then is already owning millions of flash developers who are seeking new ways to produce content. And Unity will be there to provide this service for them.

  24. Glauber

    September 7, 2011 at 11:22 pm / 

    Great sneak peak! What about asset bundles? Will it be compatible with flash?

  25. Dalo

    September 7, 2011 at 11:22 pm / 

    Why? What’s the purpose of this? Unity already plays on all mobile devices, web, pc and mac. This just seems like a big waste of the companies time and effort when they should be focusing on improving what they already have!

    Flash + Unity = Lame

  26. Scott

    September 7, 2011 at 11:16 pm / 

    Unless I missed it, I would like to know if this still requires the end-user to have a the Unity plugin? I love Unity, but the challenge in developing for it is user adoption. Does this mean that the plugin is no longer required?

  27. Martin Lindelöf

    September 7, 2011 at 5:11 pm / 

    you’re doing great guys! can’t wait until adobe can ship FP11.

  28. Twizznot

    September 7, 2011 at 1:26 pm / 

    I remember back in about 2000 when I was at a start up company and we were playing Unreal Tournament and working with Flash 4 … today is the day that those two environment comes together in a beautiful way. I love the last part where he right clicks to see Flash Version 11 …. just awesomE!!!!

  29. Lucas Meijer

    September 7, 2011 at 10:43 am / 

    We convert from CIL, so our javascript, c# and boo should work. theoretically other .net languages could work too, depending on if the IL they generate do crazy stuff or not.

  30. ben

    September 7, 2011 at 10:30 am / 

    I have a similar question like phil. Is C# converted from source or from msil. The latter would still allow other compiled .net languages then C#.

  31. phil

    September 7, 2011 at 5:58 am / 

    So you can port your whole engine over to flash and you got trough all the hassle of converting msil(or source to source?) to action script, BUT you don’t want to port over your engine to Windows Phone 7 with XNA / Silverlight 5?!

  32. 卢辰

    September 7, 2011 at 3:10 am / 


  33. jojo

    September 7, 2011 at 3:10 am / 

    not sure about the utility of this…..you can play the game already with the unity web player, plus flash is well known for being slow and eager to suck all your resources; imagine now running a game that is resource intensive per se….on slow computers basically they will just sit.

    The only advantage that i see is that it can run on mobile platform, anything that can run flash can run the game (anything but iPhone and iPad basically) but what would be the point? Reach more people? Publish games on the sites that has casual games and become one of the million of developers that bury their precious work in huge cauldrons with millions of clones of this or that game?

    Technically is a great milestone, but for practical uses, I am less than impressed honestly…..the flash game ain’t gonna run on xbox, ps3 or wii, so does no good to me, since i can already publish on iOS and android anyway plus web.

    MAybe is just me not getting what all the fuss is; everyone else commented like this is the best thing ever happened to Unity engine; to me it looks like a waste of time in resources that could be used to implement different features in the engine, but that’s just me.

    Good job guys (independently if i like it or find it useful it is a great achievement ).

  34. Alex Peake

    September 6, 2011 at 1:01 pm / 

    Does it support eval()?

  35. Alejandro Gonzalez

    September 6, 2011 at 11:41 am / 

    This is amazing! how about the asset bundles? Would it be compatible with asset bundles, or do they have to be compiled as swf files or such?

  36. TheCodeArtist

    September 6, 2011 at 9:55 am / 

    Oh my god!

  37. nattapon

    September 6, 2011 at 4:10 am / 

    Amazing !

  38. zhangyaorong 啊荣

    September 6, 2011 at 12:50 am / 

    每日一顶, everyday up.its very good to hear that the flash export support will come soon,But I got one concern。 Does the free edition has this functionality? Or I got to buy a pro edition,or there will be a flash edition just like the ios edition and android edition.

  39. Rod

    September 5, 2011 at 6:08 pm / 

    Kudos to you guys. Again!

    I would like to know if it will be possible to embed a game inside an AIR application.


  40. Chrisx

    September 5, 2011 at 5:37 pm / 

    omg. im so haulting the development of my MMO lifestyle game untill this is all released :D way to go Unity and Flash.

  41. unitor

    September 5, 2011 at 3:32 pm / 

    This is bigger thing than releasing support for iPhone. imho
    Well done guys!

  42. Haladrias

    September 5, 2011 at 3:01 pm / 

    wow, this is amazing!

    the possibilities! the sheer possibilities!

  43. henning

    September 5, 2011 at 2:52 pm / 

    cant wait using it!!!

  44. Impheris

    September 5, 2011 at 12:03 pm / 

    unity its great, you guys are amazing :D

  45. KS32

    September 5, 2011 at 9:26 am / 

    FLASH!!!! who need this dying thingy.

    HTML5 is the future

    If ADOBE bought UNITY then surely UNITY will be dead just like DIRECTOR.

  46. TheSaint

    September 5, 2011 at 7:50 am / 

    As always… Awesome work by the Unity Team…

    But one word about all the flash developers here crying for AS3 support instead of UnityScript (BTW which is like trading devil against messias) and the like ;). The only reason Unity is going to support Flash is because of its great or overwhelming market share. The technology behind flash is nothing but garbage as is AS3, so please don’t try to mess up Unity with AS3 and the whole Flash trash, and start learning some sane technology right now. UnityScript is as well a pile of junk, but thank god Unity also supports C#…

  47. Francesco Crocetti

    September 5, 2011 at 6:55 am / 

    This is awesome and I’m sure it will help to bring Unity’s webgames at top of the spread and pleasure!

  48. Interested Party

    September 4, 2011 at 10:44 pm / 

    The question that everyone wants answered is if the unity free version will have the option to build in flash. So far I cannot find any info on that

  49. mp

    September 4, 2011 at 9:57 pm / 

    Rich: point well taken and i agree that with native apps its nice to have one tool to target multiple platforms. But there are also web apps. Some products benefit from web apps more than native and this all depends there is not one cure all but with web apps apple has decided not to support Flash not adobe or myself. If im in a nitche where the web is my ‘free’ app store its apple who is descriminating the web by not supporting flash beacause they did not want flash in the way of thei media distribution layer. So my point is if android will support flash for the web then thats what i need

  50. Gustavo Costa

    September 4, 2011 at 6:52 pm / 

    O-M-G Wordless!

  51. Lucas Meijer

    September 4, 2011 at 6:10 pm / 

    @Jonathan flash day will have a demonstration of the flash export, followed by a few sessions to introduce people with a flash background to unity basics. For nitty gritty details on flash export, come see the flashexport team at Unite, either in a yet to be announced session, or in the hands on labs.

  52. Rich

    September 4, 2011 at 6:06 pm / 

    mp: And therein lies the problem…. You’d honestly rather fight a platform war/push an agenda than build for iOS, Android (natively), _and_ Flash, which is one of Unity’s strengths? Sheesh.

  53. mp

    September 4, 2011 at 2:34 pm / 

    Thx for the link Andrew it is now to know that adobe is working in parallel for both mobile and desktop with fp11/air

  54. Jagyerek

    September 4, 2011 at 11:48 am / 

    Well if I’m Flash developer and want to play with Unity I have to learn JavaScript or C# or Boo?

  55. Antonio Anfex Felaco

    September 4, 2011 at 5:31 am / 

    Nice guys!!!

  56. pete shand

    September 4, 2011 at 2:48 am / 

    Hopefully mouse lock will make it into flash 11. you can help make this happen by voting for this feature request at:

    this request can also be voted for on the old adobe jira bug listing site at: http://bugs.adobe.com/jira/browse/FP-4523

  57. mp

    September 3, 2011 at 7:03 pm / 

    Future updates of FP11 will also include Multithreading, and what I see today makes me more comfortable about the future of Flash. 3 Years from now we’ll be on Flash player 14 while the world be on HTML5 for the next 10. we build Enterprise apps and I don’t care if we don’t don’t capture the iPhone market as long as our customers have a droid.

  58. mp

    September 3, 2011 at 6:51 pm / 

    Check out the Samsung Note. It’s a phone/tablet(1280×800). I can’t wait for FP11/Air to be ready for Android. If this works as expected I can convince our customer to buy a Droid over an IPhone/Tablet. you guys need to hurry!!!!.

  59. Chris

    September 3, 2011 at 5:12 pm / 

    OK, that’s pretty huge. Goodbye browser penetration issues!

    Theoretically, Flash can replace the GUI system too, right?

  60. Paul Tondeur

    September 3, 2011 at 10:46 am / 

    Thanks for giving us all an update. You rock!
    Looking forward to the release and working with this myself.

    See you at Unite!

  61. Veselin Nikolov

    September 3, 2011 at 6:34 am / 

    But it look that …not for an actionscript developer yet

  62. Juwal Bose

    September 3, 2011 at 1:28 am / 

    This is totally awesome. All the more reason to start playing around with Unity. Export to flash, IOS and Android, your team rocks.

  63. Alex

    September 3, 2011 at 1:19 am / 

    Is there anything you guys can’t do?

  64. oddgoo

    September 3, 2011 at 12:08 am / 

    This is absolutely fantastic! I just have a small question:

    What will happen if you try to author the content with unity and then export/mix to the air for android/ios compiler thus rendering the basic mobile licenses a little useless? Is there going to be a significant performance hit or not even possible?

  65. zhangyaorong 啊荣

    September 2, 2011 at 10:57 pm / 

    good i am looking forward to it ,灰常好,俺狠期待

  66. Kelly J

    September 2, 2011 at 10:00 pm / 

    My hat is off to all those at Unity! This is a game changer. Literally….

  67. MarkcusD

    September 2, 2011 at 9:57 pm / 

    Awesome. Will System.IO be supported? Not sure how flash handles reading and writing data.

  68. Jeremy Batts

    September 2, 2011 at 9:38 pm / 

    Do you know what you just did?! Pandora’s Box has been opened and it’s beautiful! You guys are defining things now. Keep it coming!

  69. Jarrad

    September 2, 2011 at 8:51 pm / 

    Omfg!! Ive been waiting for this

  70. Luciano Tolfo

    September 2, 2011 at 8:08 pm / 

    Fascinating job guys!!! You are really making Unity3D stronger and powerfull every day! I can’t wait to have the final version of this great feature! keep on making such improvements!!!

  71. Scott

    September 2, 2011 at 6:13 pm / 


  72. Jonathan Czeck

    September 2, 2011 at 2:58 pm / 

    Would it be worthwhile to come to the Flash day to learn any quirks about Flash export, or will it not be that in depth? This is something that our clients are certainly very interested in so I want to know it all. :)

  73. Georgio

    September 2, 2011 at 1:03 pm / 


  74. hippocoder

    September 2, 2011 at 12:45 pm / 

    Deeply impressed.

  75. 3nath

    September 2, 2011 at 12:28 pm / 

    Its really amazing Great job & its thrill to work with collada(dae)

  76. Aras Pranckevičius

    September 2, 2011 at 11:59 am / 

    @bali: just like for all other platforms that Unity supports, the source data format does not matter. After assets are imported, they live as internal binary serialized data format. So if you have exactly the same mesh in Collada, FBX, Maya file etc. – it will be exactly same mesh data bytes in the game. Same for all other asset types. So in Flash, all game “data” is basically binary embed data stream(s).

  77. YopSolo

    September 2, 2011 at 11:31 am / 

    That looks amazing!

    I hope that i can use AS3 in unity instead of JS

  78. Mike G - Lime Rocket

    September 2, 2011 at 11:20 am / 

    Thanks guys, this is very exciting news and that I can’t wait to start playing with the Flash export. +1 on the creamed pants.

  79. Hendrik

    September 2, 2011 at 10:51 am / 

    I just creamed my pants

  80. bali

    September 2, 2011 at 10:23 am / 

    It’s great, really !

    I have one question. How mesh and animation are managed/exported when the project is exported to flash format ? I mean, let’s imagine I have a Colloda file with cache for the animation in my scene, how it will be managed by the swf export ? Does the Collada file still exist and loaded by the swf file or Unity compile all mesh geometry and animation in class file ?

    Again, great job guy !!!!

  81. Sam

    September 2, 2011 at 10:21 am / 

    Amazing…. I wasn’t looking forward to having to set up all the AS3 code myself, so definitely a big win for Unity. Question though, how do you plan on handling physics in Flash?

  82. horseman

    September 2, 2011 at 9:58 am / 

    First: Awesome!

    Second: I too am curious whether there’s going to be any way to set up intelligent / lazy loading of assets. One of the things we have to concern ourselves with is not making the user wait too long to download our games, and putting the whole thing into one giant swf doesn’t let us lazy load assets as they’re needed.

    Third: Can the resulting swf’s Document Class implement an interface? In other words, if we want to allow it to be loaded by another swf and let that loader have hooks such as to start / pause / collect score information / etc, can we do this?

  83. De-Panther

    September 2, 2011 at 9:56 am / 

    Thanks Lucas.

    Will it be available for the unity indie or only unity pro?

  84. Ali

    September 2, 2011 at 9:56 am / 

    WOW , WOW and Holy Sh…. This is insane. Good job as usual guys!

  85. ralph_hauwert

    September 2, 2011 at 8:33 am / 

    @Jesper : right now we support sending messages between your project and the unity exported project.
    @Sirithang : Where Flash runs this will run. However, Flash will make the decision if hardware acceleration or a software renderer is being used, based on OS, drivers and gfx.

  86. Sirithang

    September 2, 2011 at 8:17 am / 

    Wait….does that mean that this run under Linux? Flash Player is alway ported to Linux, but i’m not sure about their 3D API, but if they do, that could be the first step of Unity into the wold of Unix and that would be a new player base open for both Unity and Game maker….

  87. Jesper

    September 2, 2011 at 8:05 am / 

    Will objects in Unity be accessable as public instances in the actioscript code? Can you make calls or even share objects/variables and events between unity and flash?

  88. Cameron Bonde (Vectrex)

    September 2, 2011 at 7:51 am / 

    Wouldn’t it be brilliant if Flash just used mono with an actionscript parser. Unity wouldn’t have any problems then. Actually.. I’m surprised mono isn’t a standard included plugin by itself for all web stuff. Basically can javascript die please? :)

  89. Jake

    September 2, 2011 at 7:43 am / 

    First, awesome! :) Second, any chance we can script the game directly with Actionscript, or will it still need to be C# / Strict Javascript that is converted at build time?

  90. Breno Azevedo

    September 2, 2011 at 7:35 am / 

    And if you want to create/use smooth vector rendering inside Unity like you can in Flash, soon you’ll be able to using the RageTools + RageSpline combo – with SVG files import, advanced “magnet” deformers, real-time scale compensation (for consistent edge anti-alias and blur) and even vector Text generation! Follow @brenoazevedo for continued updates.

  91. Martijn Dekker

    September 2, 2011 at 7:35 am / 

    Wauw! looks really good. im wondering if the other way around would be ‘simple’for you guys to implement as a new feature. flash as gui sorta :)

  92. Christian Johansson

    September 2, 2011 at 7:12 am / 

    Amazing. The only reason I don’t use Unity3D now is because it’s too much work making a Flash game and one Unity3D game so this is going to literally revolutionize the flash industry. Count me in!

  93. ralph_hauwert

    September 2, 2011 at 7:12 am / 

    @Philip; thanks, but to avoid any confusion; this is done by Unity and as a team which put in a lot of work, of which I’m just one (quite new) and proud member.

  94. philip thonbo

    September 2, 2011 at 6:50 am / 

    Go ralphie! Amazing as always

  95. Christophe Largilliere

    September 2, 2011 at 5:47 am / 

    Looks really amazing !

  96. Solar

    September 2, 2011 at 5:45 am / 

    Great!That’s amazing!

  97. ralph_hauwert

    September 2, 2011 at 5:20 am / 

    @Devin Reimer at this point; not yet; however, there will be a compiled swc to talk against.

    @alex : we actually had it in, but during an overhaul took the preloader out; putting it back in is little effort, but since we know it works, it was lower on the prio list.

    @ringo : we are limited to the capabilities of Flash.

    @Gavalakis Vaggelis : You can build your flash ui as normal, then you can included the unity exported content in your project and control it from your own Flash UI

  98. ian pretorius

    September 2, 2011 at 5:03 am / 

    Wow its just around the corner , well done Unity3d and Adobe , this has got to be the biggest cross platform accomplishment of all time . exciting times

  99. Gavalakis Vaggelis

    September 2, 2011 at 4:36 am / 

    This is just great news. I wonder though, can this work somehow building UI for unity games published to flash WITH flash??

  100. AngryAnt

    September 2, 2011 at 4:35 am / 

    This is still WIP stuff, so no final word on performance. We’re obviously able to do more optimization tricks in our own plugin, but I’m seriously impressed and surprised by the performance the flash export team were able to deliver.

    I’d estimate that performance is probably going to end up like this:

    Unity plugin > Native Client > Flash

    However you control your builds and can therefore throttle runtime performance requirements based on platform. Optimum usage of our web distribution capabilities, when fully deployed, as I see it would probably be something like this:

    1: Website does plugin detection.
    2: Content is made available if plugin is available in the prioritized order: web player, native client, flash.
    3: The builds are customized to fit the performance of their platform – so lower performance means same end performance, but quality throttled down.
    4: In case of native client and flash, the website offers to have the Unity plugin installed for optimum performance.

  101. Ringo

    September 2, 2011 at 4:23 am / 

    Grats guys, looking forward to do some performance tests esp. on the physics end :)
    Did you guys added a way to store assets @client ?

  102. Florian S.

    September 2, 2011 at 4:21 am / 

    This is going to be the next BAM!

  103. Alex

    September 2, 2011 at 4:18 am / 

    Wow !!! I am reading C# starting now :] this is great !

  104. Nekete

    September 2, 2011 at 4:16 am / 

    Thank you Unity team, it’s great!

    I just would like to know the price he he ^_^U

  105. alex

    September 2, 2011 at 3:54 am / 

    Will there be a scene that acts as a preloader or any other method to show the SWF loading progress to the user? It takes a little for the game to start with a blank blue screen. ;) Other than that I love it.

  106. Devin Reimer

    September 2, 2011 at 3:54 am / 

    Amazing work!
    As the code is being converted to AS3 will there be access to modify the generated ActionScript before it’s compiled?

  107. Lucas Meijer

    September 2, 2011 at 3:33 am / 

    We’re not sure if WWW and WWWForm are going to make the first release, but if they don’t you can easily just call an actionscript function, and do the http call from there.

  108. De-Panther

    September 2, 2011 at 1:22 am / 

    So the WWW and WWWForm should work?

  109. hellozeto

    September 1, 2011 at 11:37 pm / 

    hohoho :)

  110. Geoff

    September 1, 2011 at 11:34 pm / 

    How does the performance compair between the unity player and flash?

  111. Stephan Tanguay

    September 1, 2011 at 11:33 pm / 

    Fantastic work, very impressive that you guys were able to convert soo much of Unity3D to FlashPlayer 11. Quality looks amazing!

  112. away4m

    September 1, 2011 at 11:24 pm / 

    it’s new era for flash.great job guys

  113. ralph_hauwert

    September 1, 2011 at 10:45 pm / 

    @Trent Sterling : All the information we can share at this point in time is in the blogpost…keep in mind, it is a sneak peek ;-)

  114. Trent Sterling

    September 1, 2011 at 10:37 pm / 

    How is physx implemented? Alchemy?

  115. Luís Fonseca

    September 1, 2011 at 10:36 pm / 

    OMG! This is incredibly amazing! Certainly one of the coolest things I’ve seen in my several years as a Flash developer.

    Please release this ASAP! ;)

  116. increpare

    September 1, 2011 at 10:35 pm / 

    Great, great work. I have near-boundless respect for Unity’s engineering team. Keep it up : )

  117. Ben Gildenstein

    September 1, 2011 at 10:28 pm / 

    This looks AMAZING. I can’t wait to see it in native client.

  118. Bart Libert

    September 1, 2011 at 10:25 pm / 

    Just superb! Is it allready known if this export will require a separate payment to get the deployment option or will it be available by default to unity pro customers ?

  119. Richard Davey

    September 1, 2011 at 10:24 pm / 

    I’m not here to say anything useful, I just wanted to add my collective whoa!! to the list :) That looks utterly incredible. No wonder Adobe provide zero tools for game devs with something as stunning as this around the corner.

  120. Greg Dunn

    September 1, 2011 at 10:16 pm / 

    That looks outstanding — can’t wait!

  121. laurent

    September 1, 2011 at 10:13 pm / 

    Thanks for saving our a$%
    and OMG !!!!!!!!!!

  122. ralph_hauwert

    September 1, 2011 at 10:04 pm / 

    @James B : It’s mentioned in the post, but we have no shipping date yet. However, I can give you a definitive answer on FP10, no it won’t. We rely on the Stage3D feature in FP11, without hardware acceleration this wouldn’t be possible.

  123. Bruno

    September 1, 2011 at 10:03 pm / 

    This is huge! Looking forward to try it myself!

  124. Trent Sterling

    September 1, 2011 at 9:54 pm / 

    Wow, this will make stage3d a breeze!

  125. Danilo Nishimura

    September 1, 2011 at 9:54 pm / 

    Awesome news guys!!!! Can’t wait for it =]

  126. James B

    September 1, 2011 at 9:51 pm / 

    What’s the timeline for launch? and will it compile to Fp10?

  127. James B

    September 1, 2011 at 9:48 pm / 

    This is awesome!

  128. Jordan

    September 1, 2011 at 9:48 pm / 

    Awesome, great job!

  129. Lucas Meijer

    September 1, 2011 at 9:48 pm / 

    you can embed the unity generated flash content into your own flash project, and then talk between them both ways.

  130. bartekd

    September 1, 2011 at 9:46 pm / 

    Looks amazing! Question: can we use Actionscript-specific classes (or even better: AS3 libs in swc format) within a Unity project?

  131. Rafael Rinaldi

    September 1, 2011 at 9:36 pm / 

    That looks amazing!

Comments are closed.