Project Tiny is a new modular Unity runtime and Editor mode designed to build games and experiences that can load instantly and without install. As of today, it’s available as a preview package for Unity 2018.3, called Tiny Mode, via the Package Manager.
Project Tiny gives developers the tools they need to quickly create quality 2D instant games and playable ads that are small in size and have a blazing fast startup on a wide range of mobile devices. Check out Tiny Arms Revenge, an instant game created with Project Tiny. The initial transfer gets the game started in only 969 KB compressed data (162 KB engine, 199 KB game code, 597 KB of art). An additional 861 KB in audio files loads in as the game plays totaling 1.8 MB for the full project.
In Preview
Please note that project Tiny is currently in Preview and is considered an unfinished product until its public release next year. During the Preview period, we are looking for feedback from a broader range of customers to ensure that the feature set, workflows, performance, and stability meet your needs. We plan on a number of iterations between now and the public release and look forward to hearing your feedback to help us improve the product. While you are welcome to use the product in production, please note that Project Tiny is still in Preview and ongoing development can introduce changes and bugs.
Features and functionality
Project Tiny is built using a modular architecture, letting you pick and choose what functionality to include. It uses a pure data-oriented ECS approach which results in high performance with a small code size. The current feature set is focused on building instant 2D games and playable ads. In future releases, additional features will be added to build instant 3D and AR games and experiences. You can find more detailed feature and functionality information on our Solutions page.
Performance
Our data-oriented ECS architecture lets us achieve exceptional performance. For example, on an iPhone 6S the Tiny runtime can display 3-4 times as many moving, animated sprites while maintaining 60fps compared to other leading 2D engines that target the web. We also see around 350-600 millisecond engine load times on similar hardware. We achieve this performance by reducing, and in some cases entirely eliminating, engine overhead which leaves more time every frame for your own gameplay logic. Leveraging this properly can allow you to produce richer content, or reach a broader set of devices.
C# support
Unity is working on bringing extremely high performance to C#, such as with our Burst compiler work. We are also working on allowing developers to write C# code while still resulting in small code size. While Project Tiny currently uses Typescript for writing game logic, it will be replaced with C# during the Preview period. With C#, we will be able to produce even smaller codes size and better performance, as well as provide an improved debugging experience. We’ll also be able to take advantage of technologies such as Burst, even when targeting the web. It is important to note that we will be removing Typescript once support for C# is ready.
Ready to get started?
Project Tiny is delivered as a package called “Tiny Mode”. To install it, open the 2018.3 beta Package Manager, enable Preview Packages, and install Tiny Mode. It can be used with all Unity licenses – Personal, Plus, Pro. You can find the Tiny User Manual, API documentation and sample projects in the preview package download. There is also a playlist of training videos below that will help you get up to speed with Tiny. Visit the forums for more information or to provide feedback. We look forward to hearing what you think!
Entradas relacionadas
40 Comentarios
Subscribirse a los comentariosYa no se aceptan más comentarios.
Niall Tracey
enero 13, 2019 a las 4:34 pmWould I be right in assuming that you’re currently compiling Typescript to JavaScript, and that the long-term plan is to compile C# to WebAssembly?
I can certainly see the benefit in WebASM, but at the same time, having Typescript should make it trivially easy to integrate an app created with Tiny Mode into a broader web platform.
For instance, I’m a language teacher and I’m currently doing a masters in “serious games” with the goal of producing online language learning materials. A Typescript-based Tiny Mode would let me create some really engaging content while still being able to integrate it with industry-standard VLE APIs via free JavaScript modules that implement the standards. And that’s not just the education sector; Tiny Mode could bring in a whole pile of additional content creators by filling the gap left by Macromedia Flash in rich web media.
Getting rid of Typescript will mean needing to reimplement all these standards, which would be a lot of work. And yes, I’m sure many of them would end up for sale at Assetstore.unity.com , but going for short-term profit this way is going to push a lot of potential customers away — bringing them in on a quick and easy way of generating .
TLDR: I think keeping Typescript available is definitely the way to go, and further, making sure that it’s easy to incorporate external JavaScript modules with a Tiny Mode package could widen your user base rapidly.
Tamao
enero 9, 2019 a las 12:24 pmI can’t install it. It takes forever to install. I even upgrade my OS to windows 10 just for it but it’s the same. I spent almost all my time fixing this issue but no avail. shucks
Arturo Nereu
enero 9, 2019 a las 4:45 pmHello, sorry for the trouble. Please read this forum post with the same issue and a proposed fix https://forum.unity.com/threads/is-there-somewhere-to-get-the-tiny-package.593866/
Tamao
enero 10, 2019 a las 8:52 amThe last who commented that thread is me…xD
Tamao
enero 10, 2019 a las 11:09 amError https://i.imgur.com/tQzXPMf.png
Spacehunter
diciembre 29, 2018 a las 5:55 pmAnother vote to keep typescript an alternative option to c#.
Thomas
diciembre 27, 2018 a las 12:09 amDoes this have backwards compatibility with third-party SDKs that support Unity 2018.3?
Arturo Nereu
enero 9, 2019 a las 4:49 pmHi Thomas, it’s very unlikely as there are many differences between Unity and the Project Tiny. For instance, the language, your SDK’s are probably C# and Tiny uses TypeScript for the moment. Another consideration is that some systems you are used to use in Unity are not available in Project Tiny (the full Physics engine, for example).
Davide
diciembre 13, 2018 a las 4:25 pmcould it be a good step towards non-game apps in unity? I hope so
한완진
diciembre 11, 2018 a las 1:50 amhello, i am client developer in korea. many people in korea use typescript for making a game. so i want to be use typescript in Project tiny ! have a nice day~:)
That Guy
diciembre 10, 2018 a las 7:15 pmGoing full circles… Flash Player all over again.
Michael
diciembre 10, 2018 a las 9:23 pmDisagree — this fixes the problems with flash player but retains the benefits. It compiles down to JS, and the source is viewable.
Daniel Barca
diciembre 12, 2018 a las 10:13 amThis is not nearly similar to Flash Player.
Ivan Vodopiviz
diciembre 10, 2018 a las 4:41 pmWhy not keep TypeScript support? At least in the company I work for pushing Unity would be much easier if TypeScript was an option. Moving webdevs to Unity + TS would be a lot easier than Unity + C#.
Eli Moon
diciembre 10, 2018 a las 10:12 amVery useful project!
loz
diciembre 7, 2018 a las 1:20 pmHi ! Great project. Does this build to WebAssembly? Also, does this always try to use the WebAudio API instead of falling back to HTML5 Audio? Just trying to gauge browser support :)
Andreas
diciembre 9, 2018 a las 10:51 amSeems to be compiling to asm.js and added inline. No WebAssembly here as far as I can tell.
Martin Best
diciembre 9, 2018 a las 6:46 pmFor more info in WASM vs asm.js see the following forum link.
https://forum.unity.com/threads/quick-questions-c-wasm-tiny-games-in-unity-games-simulations.593413/
P7
diciembre 6, 2018 a las 9:48 pmCan ugui be used? will ugui ever get improvements treeviews etc? (heh figured I’d ask) good to hear about typescript getting thrown out asap :)
Jesse Pascoe
diciembre 6, 2018 a las 7:47 pmMan, I wish full fledged ECS has this much work put into making it easy to use. Trying to learn ECS just feels like a chore, but this has so many nice Editor features to help it looks really great. Can’t wait for it to work with C#
Michał
diciembre 11, 2018 a las 10:59 amEventualy ECS and project tiny will marge and ECS will get similar editor.
Chris
diciembre 6, 2018 a las 6:39 pmI see that nearly half of that build is because of audio. Will this support tracker audio formats like .xm or .it? Unity does, but in something like this where file size is of high importance, it seems like it would be really helpful.
Vancete
diciembre 6, 2018 a las 3:24 pmWorks with 3D or it’s limited to 2D? Shaders? I’m thinking more on multimedia web apps than in games actually.
James Arndt
diciembre 6, 2018 a las 2:18 pmJust installed 2018.3 beta, open up Package Manager to install this and it’s indefinitely stuck at “Loading Packages”. I am not able to load the experimental packages because it never loads them. No errors, just infinite loading.
Charles Beauchemin
diciembre 6, 2018 a las 5:42 pmHi James, let’s continue the discussion on the forum thread: https://forum.unity.com/threads/is-there-somewhere-to-get-the-tiny-package.593866/
yololo yololo
diciembre 6, 2018 a las 11:46 amOne more step in direction of Adobe Flash :)
Mart
enero 4, 2019 a las 12:52 amHave you heard wasm that you can compile now many languages like rust cpp c sharp java down to web assembly code and run in browser near native speeds and wasm is open standart in mainstream browsers.
Andy
diciembre 6, 2018 a las 10:07 am‘Tiny Arms Revenge’ has very bad button response on android (drag threshold?) and the image scaling is none too pretty, but a step in the right direction
Mike
diciembre 6, 2018 a las 10:19 pmYeah in Chrome on my S7 it takes about 10 taps to get the Play button to register, so once in the game isn’t really playable.
Chad Bacon
febrero 3, 2019 a las 2:30 amI had the same problem with having to press the play button a lot.
John Rockefeller
diciembre 6, 2018 a las 6:54 amDoes it only work with ECS?
Martin Best
diciembre 6, 2018 a las 7:43 amYes, this is a ECS first approach but now with a full editor UI integration. The size and performance wins are the benifit. A lot of work has gone into making this accessible and very familiar to Unity devs.
Martin
diciembre 9, 2018 a las 11:21 pmLove_Code 3D VR
Aditya Kulkarni
diciembre 6, 2018 a las 5:40 amBrilliant
Shuang Tao
diciembre 6, 2018 a las 2:36 amWoW! Hope to support wechat minigame, plz! Thank you!
Rachel B
diciembre 6, 2018 a las 2:59 am@Shuang Tao – A great place to post questions to ensure they get answered is in the Project Tiny forum. We look forward to seeing you there! https://forum.unity.com/forums/project-tiny.151/
Daniel
diciembre 6, 2018 a las 2:11 amDoes this support building to the iOS App Store? Does it support all of the platforms that normal Unity can target?
Rachel B
diciembre 6, 2018 a las 2:58 am@Daniel – Great question! A great place to post this question is in the Project Tiny forum to ensure it gets answered. https://forum.unity.com/forums/project-tiny.151/
d33ds
diciembre 5, 2018 a las 9:15 pmyou say 2 videos, but there’s only one.
Rachel B
diciembre 5, 2018 a las 9:34 pmThank you, and good catch! There is actually a playlist of 9 videos total. We will edit the text ASAP.