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As of today, we will stop selling Flash deployment licenses.  We will continue to support our existing Flash customers throughout the 4.x cycle.

When we started working on a Flash deployment add-on some 18 months ago we had high hopes for the future of Flash as a gaming platform. The performance of early builds was promising, and Adobe seemed to be dedicated to making it a success. Since then much has changed.

  1. We don’t see Adobe being firmly committed to the future development of Flash. This is evidenced by the cancellation of Flash Player Next, the instability of recent Flash Player versions and by Adobe’s workforce moving on to work on other projects.
  2. By introducing, and then abandoning, a revenue sharing model, Adobe eroded developers’ (and our) trust in Flash as a dependable, continuously improving platform.
  3. Developers are moving away from Flash, and while Flash publishing has gotten little traction, our own Unity Web Player has seen unprecedented growth in recent months (now installed on over 200M computers and already installed by 1/3 of all Facebook gamers).

We know that some of you have, like us, invested heavily in targeting Flash. We will do all we can to support you. We will keep the current Flash deployment feature set functioning throughout the Unity 4.x cycle, and will include bug fixes made in upcoming Unity 4.x iterations. We do not plan, however, to make further significant investments in deployment to the platform.

We encourage license holders who have questions or concerns about Flash deployment to contact us directly at or contact their account manager.

Getting your Unity content on the Web: What the future holds

Though we are phasing out Flash deployment, Unity will continue to break new ground when it comes to bringing high-end content to the Web.

Uptake of the Unity Web Player is growing exponentially, and, given its increasing popularity amongst Facebook gamers and new Facebook-friendly features, we expect this trend to continue over the coming year. All Unity users can publish content to the Web Player.

Work is also underway behind the scenes on an exciting new Unity web publishing initiative that we can’t wait to tell you about. We’ll be providing more details of this soon.


Update: if you have a project where you need the Unity for Flash tools, please contact our sales department.

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  1. Sorry Unity but you guys are stupid for dropping support on a Playing that has soo much market penetration that it borderlines a standard for desktop viewing. HTML will never be on par with Flash, the developments come to slowly and too inconsistently across the board. People talk about an open web but the truth is it’s just introduces a more complicated web not only for developers but for the end users viewing experience with Browser dev’s choosing any which way to implement features.

    Flash as a platform, especially a gaming one isn’t going anywhere anytime soon. Most typical Flash haters are the ones who don’t know how it use it properly anyway, please stick with your slow ass javascript and your fragmented browser renders. I’ll be perfectly happy with the consistent look I get from my end product from Flash. And adios to Unity too for the web at least.

  2. We’re going back to Flash for Online Gaming. HTML5 and WebGL / JS is a huge disadvantage and people still do not understand what they are giving out of hand by dropping Flash. To mention that Steve Jobs drop Flash you do not have any background about the Adobe and Apple connections. Without Adobe, Apple wouldn’t even exist since decades. When Apple was going downhill the only developers who supported them with great DTP software was …… right … Adobe ! So at least Apple could sell their Mac’s to the DTP users for thousands of dollars. When Adobe was pushed by Steve Jobs to make Flash the way he thought it should be, they thought about adjusting Flash especially for their platforms. Adobe would have taken several steps back to support their restriction environment. Flash support exists on more than 98 % of all desktops. To drop Flash ? You are kidding. Bye Bye Unity … stick with your Newbie Markup Languages that at least basic schoolboys can do by stealing scripts with their sniffers.

  3. Flash had been relegated to a gaming platform for a while now and Flash Builder and Flex are right behind it on the way out. That became apparent over the last year with no design surface for newer Flash Builder versions. I became a JS guy a while ago. Thank God I made a good decision for a change. There are so many good JS libraries today that with JS and php I think that I’ll be fine,

  4. We are going back to Flash for online gaming. Cocos and xcode for iOS and we have not decided yet for Android. But I am pretty sure Unity will be dropped.

  5. Frankly I don’t think anyone would install unity for web purposes. My clients definitely don’t want it. Flash is still is the big player in online gaming. Unity for me is helpful only for publishing to mobile. But when it comes to iOS nothing beats cocos, xcode etc. So that leaves just Android( Forget Windows phone, its best ignored). I don’t think having Unity just for Android is a profitable option.

  6. nice post working on building a flash game right now thanks for the update.

  7. Balázs Srancsik

    5월 14, 2013 11:41 오후

    I totally agree with Danny’s comment. If you want to develop for the web for commercial websites, Unity player is no option (not wide-spread enough). What do you think how many visitors/potential consumers do I loose if I ask them to install Unity player first? And how about those ones, who are visiting my site from a company, where they can not install anything onto PCs due to IS restrictions?
    I understand why dropping Flash, but a HTML5 based substituting solution would be very appreciated.

  8. Stephen Cheung

    5월 13, 2013 9:40 오후

    Dropping Flash support would NOT make people install Unity Player. Here comes the final fight of Unity against Flash…

  9. This is Such a Pity!!!

    Although there are a lot of api’s to work in 3D, working with Unity3D is really fast and intuitive. It’s possible to build a game much more faster than using api’s.

    The big problem has to do with monetization. A game engine (in my oppinion), to be successful has to export to flash and to the main stores (windows, android, IOS), because if it doesn’t, then it will be a lot difficult to make money with the game.

    After this decision, what options are left for the developers that want to make money by exporting for multiple makets? A LOT,…but none of them are that simple to use (develop), and I suppose, none of them is so well developed in terms of engine (not only the world and code editor). I’ve tried game maker and it gave me so many errors that I just quit using it.

    If selling games for the web using Unit3D is difficult because of the level of requirement, then for windows it’s a lot more. Who will buy a game with “not the best graphics” if you can just go to a store and buy a second hand “great game” that was released last year, for the same price or less?

    So that gives us just two options for making money with Unity3d -> Android and IOS

    But even when developing for IOS we must have a MAC, it’s not possible to develop using Windows, so unless there is a MAC, it will only be possible to develop for Android

    This is serious thinking, lol, because, here there are several things to think about when using Unity3D.

    Less development / design time, easy to use VERSUS Making money in more platforms

    Remember that flash still has something others don’t -> If you can’t sell your game, you have mochi ,… that allows you to make “some” money

  10. John Colgrove

    5월 9, 2013 9:10 오전

    If anything I believe that the people saying “flash will die” (in some form or another) is only making flash stronger. If you want flash to die shut up about it and let it die instead of fanning the flames so adobe can build its resistance. People have been saying this for a couple years now and it never happens. However, I also believe that flash, and unity for that matter, will cease to exist someday (nothing ever lasts forever, it’s just a fact of life), but until then, lets just make the games we want to make with the tools we know and love.

  11. Bye Bye Unity. Hello Flash I am baaaaack…

  12. Søren Hansen

    5월 8, 2013 9:46 오전

    Now please also take the right decision and cancel all APPLE support!!
    It’s such a stupidly closed, arrogant and hostile platform.
    The future belongs to Android, Windows 8 (and WP8) and HTML5.

  13. Also it can be just business – which is not that nice in that case.

    Unity might possibly feel that they can compete with Flash Player – so why would they help competition if they can promote their own Unity Web Player?

  14. Yep, farewell Flash, you changed the web forever and we all owe you that but, now it’s time for 3D and open platforms…p

  15. WebGL+HTML5+JS … ok, but why not NaCl? Unity already has a exporter for it.

  16. Nice post love the info can’t wait to build my own flash game.

  17. Right decision but poorly timed. Should’ve waited for Unityplayer to be on par (or even close!) with Flashplayer in terms of penetration. Flash is still king in this regard and real game developers SIMPLY CANNOT ignore that.

    If you want to piss fart around and tinker with games then this decision wont affect you much. You have the luxury of being able to claim that ‘Flash is dead’ (refer to SHTIF’s comment). For the rest of us who are highly invested and looking to release successful titles in the near future, Unity is no longer an option.

  18. Unity Webplayer shall be the new flash!

  19. I think Steve Jobs “killed” Flash because, if Iphone’s Safari ran Flash, why would someone buy an app? People would run it in Safari! The same is valid for html5. Its development is not a priority, because running things on browsers doesnt sell apps… so, as Microsoft did with IE, intentionally not developing it, google and apple will do with chrome and safari… html5 is going to be good but… it will not achieve a high level of performance/functionality etc. because otherwise it would decrease the app sales… Anyway, I agree with this decision of Unity because it can focus on web player world domination… it need just to make an agreement with google, apple and microsoft, and try to better incentivate the plugin instalation for gamers, that are the real interested public.

  20. I think Unity with this news has finally realised Adobe and them are not friends, but they are competitors. Just because you compile to Flash from Unity only showed them bowing to their competition. I can only think this was to get more developers on board, smart play but it was pretty transparent at the time.

    Unity is of course a cool engine and tool especially for 3D games and I hope it gets more popular maybe in a multitude of 10x which is a lot more. Publishers are still not very interested in it yet, until its at a stage acceptance with them, then will it be considered viable to build a game with for online/browser that is. Unity definitely has a better focus for gaming than Flash no matter how much they trumpet about this, but Adobe is still dealing with a lot more than just games for Flash even today its still a pretty flexible tool. I think the real problem is to get rid of this plugin stuff and just have something like native client which any tool can compile to. This would result in no further bickering on the plugin (as no gamer/user cares) but rather selecting the right tool or tools which make the games better.

  21. Why Unity technology doen’t use JW Player instead of Flash Player ? it’s very fast loading …!

  22. Adobe first killed Macromedia Director. Now Flash is in death bed. They should focus on their FatsoShop with layers of features.

    And Unity should keep away from these guys.

  23. 支持unity3d,flash确实不怎么样,web player很有前途

  24. I think this is great! Although not as pleasant for people that bought licenses for Flash, I think it will turn out to be beneficial in the long run. Adobe stopped Flash updates past 11.2 for Linux, which I don’t think was a great decision, so hopefully, one day, HTML5 will replace Flash!

    Also… Unity staff: please make a native Linux editor! :)

  25. BK KALIA There is no such thing as old technology if it is being under constant development. HTML4 is the past HTML5 is the future. Unity 3 is the past Unity4 is the future. Flash player 10 is the past 11 is the future. If you are completely retarded you can mix all together and argue that flash 10 is the past HTML 5 is the future :D

  26. Truth be told i always wondered why unity supported flash from the first day. It did not seem a good and life lasting platform which you can put lots of your best engineering resources like Lucas on it.

  27. Clearly those who made comments like Flash is dead, is going to be dead soon, good riddance of Flash, HTML5 is the way to go, etc has never made any significant commercial games nor have good business sense. I have been in the gaming market for years and having the biggest potential audience should ALWAYS be your only option when deciding what platform to build a game on.

    When you make games or even any product, you want to release them to the broadest possible market. Adobe Flash, at the moment, offers you that. Dropping Flash support just because Adobe is annoying is wrong. Adobe have been annoying for YEARS, but they got their luck many many years ago — way before anyone made a decent enough interactive media plugin for web browsers. Unity, so far, has only got half of Adobe’s luck. We cannot wait until Unity Web Player matches Flash’s popularity. Unity has to have the patience to keep up with the annoying Adobe until their Unity Web Player becomes more popular than Flash. Only then, they can drop Flash support and no one would mind.

  28. New Technologies replace old Technologies. Now time of Flash is might be near end as gaming platform ……….. but I have intuition that Adobe is trying to push STAGE3d. ……… but I like Unity

  29. This is some sad news . Not for the cost of the license but the time and resources spent by Unity and by Developers.

    I see lots of comments complaining of flash player .. Sure it had some bugs. But trust me when I say those “bugs” are no where near the amount of issues Unity will come across IF they ever go the HTML5/WebGL route. Its simply not their yet. Not even close to the so called “buggy” flash player.

    As someone mentioned .. People commenting have been drinking too much HTML5 coolaid.
    Yes I too use HTML5/Canvas to deliver “some” interaction on web enabled apps .. but as many have mentioned. If you think Flash is behind in the race, then HTML5 hasn’t even started the race yet.
    Thats not a bullet point remark from some sales/corp team. IE Apple. Its a fact.

    Also if flash is dying then why do majority of mobile games dev. prefer making 2D games in starling/Air then using ObjectiveC.

    Another thing to point out and the reason why we invested time in Unity>Flash .. Its NOT about the plugin! .. Its about the Adobe Runtime (AIR) .. which makes for a great integration with Unity . as Unity promised new GUi is still not released. But by using AIR . we were able to mix and match the best of both worlds.. Unity to create 3D game in SWF. that can be embedded in adobe air. This gives the dev. Max potential of creating what ever they wish 3D and 2D interface that builds on top of Unity.

    Using this method we were able to pull off some very interesting concepts .. Specially for creating Realtime Sim. Apps which require a lot more work in front end gui then your average games/highscores menu interactions . Not to mention Adobe RTMFP, realtime audo/video protocols that are still security standards in protected video content delivery.

    In light of all this I hope Unity will give users the option to use Flash export basic for free. and concentrate on giving support to flash pro users … who in my mind have had the short end of the stick.

    Hope someone from unity does read this.

    your concerned dev/client.

  30. POLYTROPOI what to you mean “If Facebook starts pushing unity, and deprecating Flash, they can definitely move the needle.” – I see no point of replacing one plugin with another plugin. What is the point?

  31. For those saying flash doesn’t work on iOS, that’s wrong: AIR (which is flash + extra features) works perfectly fine on iOS as an app (both for 3D and 2D), just like Unity on iOS works as an app, but *both* Flash and Unity don’t work in Safari mobile. You can even create iOS applications from Windows / without a mac unlike Unity.

  32. Wow
    Please sell me.
    unity for flashplayer

  33. I hope Unity will not go down the Html5 WebGL route as my old graphic card is not supported :( so I cannot run anything.
    One the other hand all unity Content are running very smoothly using UnityWebPlayer! So long live to the UnityWebPlayer!!!
    Flash Player? what it that! I thought that was dead a long time ago!

  34. Yeaha!
    I really agree that some things that only seem to bother and bug should be left behind. With a slime in the face.. that we were allowed made these lot of experiences.
    Some things just need to be tested out and if they don’t make happy – just terminate them.
    Let’s return to the roots.
    I am with you! :-)

  35. It is always a challenge for a company to make the tough yet right decisions. Props to you folks for doing just that.

    This gives me even more confidence in the future of Unity3d as a platform of choice for my company.

  36. Understandable but a shame all the same, and ultimately Unity’s loss in the short term, but perhaps though dev hours can now be spent in better places to improve Unity’s platform overall?

    I absolutely agree that Adobe need to sort their PR/Marketing out for Flash though, they have a nice cross-platform tool on their hands with Adobe AIR and don’t even seem to realize it. One code base -> 3 major platforms (Facebook(web), iOS and Android) is a pretty big win. It’s not suitable for all use cases/apps/games but still, pretty powerful. Unity can hit 2 of those platforms nicely but not really the 3rd one (the web), since their web player is far from ubiquitous.

  37. We have a game built in flash with a little more than million users. This was a really great month. Fantastic feeling reading cool reviews and comments from our users in both google play and appstore. Adobe should not listen to haters, because they will always be there. Listen for those developing in it and creating awesome content for users. For me as a developer as3 is good language to utilize many great programming patterns and paradigms. And i know no designer who does not love flash. It is a great tool to express creativity. I love js too, just that it is immature and not strongly typed makes it very hard to optimize content. I really see nothing to be happy about hearing these news. Just many developers will be forced to look for alternatives and there are many problems ahead for them.

  38. Is there any way I could purchase the flash player build. We are working on a machine which only takes flash player swf. We desperately need the flash player. We are developers creating games for a new machine coming to the world this summer. Please reconsider throwing away the flash player or if there’s any way I could purchase it please let me know…
    Thank you.

  39. It is a bit like walking on dog poo. All you notice is the nice squishy sensation undersole and it is not until you are seated in the cafeteria that you notice the horrible smell. You turn your head left and right and can’t find the source, then you look down and see the telltale brown flecking on the carpet where you brushed your feet when be-seating at the table.

  40. Please make it open source or free.

  41. Resources are limited and while it’s surely nice to be able to support all the platforms out there, it’s a tradeoff. I’d rather prefer to see the main platforms (desktop, IOS, Android) to evolve vertically on a faster pace, get new cool features and improve the current ones, to extend its integration with other popular platforms and services …

    In this regard, Apple is a good example to follow. Even Google has lately follow its example. Lately unfortunately by closing down Reeder.
    I won’t be surprised if Unity would reconsider supporting Linux as probably those resources would yield better results if used toward the development of the core product.

    In conclusion I’d say that is in everyone’s interest (Unity as a business and developers also) that Unity3D stays competitive and race to the top than spreading thin and risking to remain behind. It’s better to have a specialized software that does a few things extremely well than a feature frenzy software that outputs mediocre results.

    As for Flash, we still have Adobe’s development software which, is probably a better way to do Flash anyway.
    I’d applaud Unity if it would end up making the current Flash add-on available to everyone for free (as an unsupported add-on), even for a limited time. I think that developers would appreciate it. Maybe make it open source so it can be maintain as an addon… ?


  42. Doesn´t make me sad … will help the unity player to increase evenmore. All good.

  43. Amazing and impressed to see so much people talking about Flash while they don’t know anything (or a few things) about the impressive possibilities still offered by this technology. Everyone should have also more respect for that. Flash and before it, shockwave offered the possibilities for designers and developers to give life and candy interactivity in the browser, while the HTML world was poor with no embedded fonts, no music, no video, no idea of what creation and experimentations is.
    While in Flash we have to code once and be focused on the content the functionalities and the magic, when you create for browsers you have to lose your time wondering if it will work or not on such or such browser.
    Secondly, what Steve Jobs said about Flash was right, and Adobe did the job, lately to add more performance to the plug-in. I think that Steve Jobs was also happy get struggled with Adobe since this company didn’t make a lots of effort on the macOS version of the flash plug-in. Adobe knew that it wasn’t very performant on macOS but they didn’t care about it. And yes, that’s right, people said that the mac were slow regarding to this kind of comparison. Don’t forget also that Adobe created their softwares (Photoshop, Illustrator…), at the beginning, for the mac only, and they decided to create them for the windows world at the moment were the mac was about to die (most people thought that in 1997-1998).

    To finish, when people says that Flash doesn’t work on mobile world, that’s wrong. Thanks to AIR, we can package our flash website into an application working well on IOS and Androïd. Thanks to the use of a CMS (Drupal for example), we created a content exporter module to get the contents off-line embedded into the app. Our Flash applications are hybrid, able to work in a remote or in a local mode, in the browser, in the desktop or on the mobiles platforms. We are working on a synchronized mode.
    You’ll tell me, in the mobile browser I can’t see the Flash version. Right, but thanks to Drupal, we create an HTML mobile theme which is accessible for these devices, promoting the app version. So all the Flash contents are visible in a mobile version, seen by Google too. The URLs are shared between all these versions.
    Flash is also an industrial solution, our application are compiled with Jenkins, thanks to Maven, so we have a continuous integration system to get a strong version management system of our apps. This continuous integration system compiles swf version, air version, apk version and ipa version…
    Regarding to the Unity choice, they are free to do what they want, but I think that for real time 3D Flash works very well, and we can target many more people than with the Unity plug-in.
    For those who thinks that HTML5 is the answer for everything and Flash is dead, I’m not sure they really know everything about what they are thinking about… even at Adobe ;-)

  44. Marvin Friedrich

    4월 24, 2013 11:18 오후

    I know this is painful for Flash developers, but i think a trip down memory lane is appropriate to put things into perspective.

    Adobe Director:
    Remember when Adobe gave Director users almost 8 months of advanced notice before completely shutting it down and not providing anymore updates?
    Me neither… In fact, the current state of flash looks eerily like the state of Director at about Director 9 or so.

    Adobe Flex:
    I don’t remember any advanced notice of Adobe dropping Flex either. (although they did give it to Apache)

    Adobe Abandoned Software List
    List of abandoned Adobe programs to long to list goes here….

    Adobe Feedback and Customer Relations:
    If you have ever been involved in Adobe communities, you will also know how secretive and closed they are. Good luck getting a road map (until recently) for your favorite dev tools. This is in stark contrast with the alpha and beta testing Unity does and the real developer comments and feedback you see in those lists. I don’t remember even knowing who the Director developers were!

    Adobe Planning:
    Furthermore, Flash had YEARS to plan for 3D in their product and never added anything remotely productive to work with 3D in Flash, relying instead on third parties to create usable programs for them.

    Finally, go to and look at all the many new features Adobe have implemented in Flash since they acquired it from Macromedia. The list is embarrassing short. Adobe Flash’s full releases look like free point releases from Unity. Flash’s best improvements have come from 3rd parties in the last several years… If Adobe isn’t investing in flash anymore, why should anyone else?

    In any case, if you are a flash developer, now is a good time to look really hard at what your future looks like. I think Unity has made a hard but responsible choice. Unity has given us a very reasonable amount of time to plan and act accordingly -> something which Adobe has never done.


  45. I won’t deny Unity superiority in every aspect but you can’t go against the market, and the market share Flash has nowadays is something you can’t refuse.

  46. Flash has been dying for at least the last 2 years but I can’t see an alternative yet. The Unity Web Player is not even a contender at the moment, will it change for the next year? 2 years maybe? I doubt it.

    If indie developers want to make money TODAY better make flash games, if prefer to keep the journey to the promised land stay with Unity.

    So NO Money, NO Unity.

  47. The last time I played a flash game was 1999.

  48. Adams Immersive

    4월 24, 2013 7:04 오후

    Harsh! But understandable.

    Flash is not dead, not even for 3D, because I can’t build high-end 3D content on some company’s home page and expect people to download Unity. The Unity plugin is only good when people REALLY want the content. That’s a massive limitation in web development.

    But Flash WILL be dead eventually, and until then, Unity 4 should do what I need.

  49. 18 months ago it was pretty clear to most of us that flash was a dying platform.

  50. Matthew Gudenius

    4월 24, 2013 6:07 오후

    Alexis Michail,

    Please tell me you are not actually a developer, because you seem to know very, very little about computers. You claim “This is an Apple world”

    False. MacOS = 6% of market share; Windows = 84% market share; all others = 10% of market share. Of that “other/mobile” category, only 6% runs iOS (4% iPhone, 2% iPad)


    But hey, keep drinking that Cupertino Kool-Aid…

  51. I don’t have any platform loyalty, but I will say when I ported my game from Unity Web Player to Flash, the player base grew by thousands of players (25% increase in weekly users.) It was a giant pain to get it to work on Flash though. And unless you targeted the platform from the very start, it could be impossible to weed out all the errors.

    I definitely feel burned by the license cost of this dead end. Unity is talking about how Adobe dropped the ball, but they’re doing the exact same thing. “Supported through 4.x” to me sounds like, “It works now, more or less, deal with it until we stop letting you export it.”

  52. wow good bye then unity…

  53. The comments make it seem that js + webGL is the new goto language for gaming!

    I don’t think it’s a good idea to put all our eggs in a basket that has not produced any games worth playing!

    WebGL demos are definitely quite amazing, but the technology is currently(!) immature and inconsistent.

  54. “We couldn’t sell enough copies so we’re going to blame Adobe.”

    200 million users of your plugin is nothing compared to the 3 billion installs of Flash. Get off the high horse and just say it wasn’t profitable to continue development.

  55. It’s quite fair for businesses to do whatever they want, but it is also important to consider the consequences that could involve and to offer help when they can.
    So, here’s my problem. (true story)
    A company has been developing a game in unity for about 6 months, and they knew they were going to use the flash plugin.
    The flash plugin was ordered a few days ago.
    Guess what someone told the team today, “you can’t have it”, but it’s still ok for existing users to have it through the v4 code.
    That’s bad business and/or terrible customer experience.

    Lots of money was just lost today.
    Before someone offers it – it was never acceptable for the intended game’s target market to download the unity plugin.

  56. It was only matter of time to stop working with Flash. Adobe abandon Linux (they stay with 11.2) and Android (i forgot version). So remaining is only OSX and Windows.

    Why people still using this abandonware?

  57. This doesn’t surprise me. I’m glad to see that the Unity Web Player is gaining momentum.

  58. For those of us who invested $1500 in a flash deployment licence, it would be nice if Unity gave us $1500 credit towards a new licence for something in the future as a gesture of good will.

  59. Very good decision. Flash never felt right in first place – but since you were able to pull that off, I’m sure you’ll also be able to pull HTML5-support off once HTML5 is there. And that’s a license I’ll actually buy (unless, of course, it becomes part of Unity Pro which I would very much appreciated ;-) ).

  60. Use Unity to make some ‘Punch the Monkey’ banner ads or similar spamvertising, and it’ll sell like hotcakes, just like Flash did, and for the same reasons.

  61. @Oldes: Dunno if you were referring to me, but yeah, i’ll speak for many i think: Many unity users are former or still also flash designers/developers. And like most of those i loved flash (i was there with it since the first commercial versions of it).
    I hate what Adobe turned it into both in reputation and support/implementation/execution fails over the last few years.

    One can still do so much in flash one can’t do well with any other web technology yet.
    No html 5 hype can argue properly against that. Basic example: When not using plugins, for keyframe animation we’re now back to 256 color bloated filesize gifs on the web. Flash could do well compressed full color image sequences over 10 years ago. Same for vector graphics, vector text, more in depth web video functionality etc. Most of those still can’t be done with any other web technology or not on most browsers/platforms.

    But yes, i’m hopeful the unity fellas will implement all the good sides flash has/had and together with what they already have in strengths on other ends where flash was weak (vision of lead and great editor advancements and 3d functionality next to many others), that will be huge.

  62. I cannot believe how many Flash haters are there. I though the name of UNITY had some reason. I’m a Flash developer, I’m watching Unity from time to time and never would be so envy to it as some people are against Flash.

  63. On one side i’m sad about this, but i totally understand you Unity fellas.
    (I wonder if i actually kicked this off by stating the change in Adobe’s “premium licensing features” model via bug report..oopsie =) )
    With Adobe’s huge fail on flash for so many years now, it is just not trustable enough anymore for others to invest heavily into it.
    Which is insane, since it is still the dominating force in the game industry (see facebook games, the games making most money still to largest percentage being made in flash and then also most “AAA” console and pc games using scaleform at least for the UI, which is basically hardware accelerated flash).
    But yes, Adobe lead not having the slightest clue about what they bought or how to capitalise properly on that huge value did their best to extremely accelerate killing off flash asap.

    So i’m sad for the part of what Adobe turned flash into both in reputation and implementation/execution and that it doesn’t make sense to invest into it much anymore.

    I’m also sorry for any unity developer pushing hard on the flash support, thanks for all your efforts. And i hope (and think) at least parts of that could become very worthy again for other things.

    On the upside, i’m convinced the unity fellas will push great with the unity web player, nacl and web gl etc support or whatever else becomes the best way to deliver in ideal way to most platforms.

    Now also add all the 2D functionality flash had to unity, then together with your 3d functionality, great editor and great support and team you’ll dominate =)

    Also: @Adobe Lead: There, the fucked one is you now! Haha, now you know how it feels, that’s what you get for screwing with all your designer and developer base and all partners for years! =)

  64. Shtif nailed it. People who actually make games don’t care about html5/webgl and never will. I usually gauge how clueless someone is by how excited they are about HTML5/WebGL.

    And the fact that Unity’s web plugin has such awful adoption (33% vs Flash’s 99%?) will make it a dealbreaker for anybody with a checkbook. It makes AS3->Flash/AIR development look like a much safer and more cost effective option for targeting the web for the next couple years.

    I’m not hating on Unity. I like it. It’s just that for the type of games it is useful for (3D) there’s a very steep hill in convincing users to download their plugin. Hopefully Facebook will help them out with that.

  65. Right decision for Unity to support Unity Plugin + hopefully WebGL or Microsoft’s X. Biggest fail on Adobe’s part, if they truly wanted a gaming push for Flash (almost all that is left — that and video) then I would have thrown money at Unity to keep it as an export. They just dropped the ball big time. I think this does it for Flash as gaming platform. Unreal looking at asm.js and emscripten, Flash was too late to modernize on it’s cushy market leader aspect. Mobile rippled it, then Adobe sitting there killed it. The lack of helping Unity fund this by Adobe is a big hint having games export from Unity to Flash was a lifeline they just cut off. Telling I guess.

  66. Hopefully Adobe will release it to the real community, and open source will make wonderful things, give it a few years.

  67. Not a biggie, since Unity is setting itself. Too bloated and buggy and if you are creating anything else than 3D shooter it feels like you are breaking some kind of law. :D

  68. Unity Web Player would be nice if it has not SSE2 CPU’s limitation

  69. The move away from Flash is definitely understandable and warranted because Flash is dying. However, for those of us who bought this license we are really left out in the cold. Even though it’s announced that Flash will still be supported throughout the 4.x cycle, since it’s a dead-end we all know too well that not that much more time & resources will be spent to improve the Flash export. Basically, for those of us who bought flash recently means that we bought a Lemon. In all fairness, Unity needs to give those who have Flash the option of switching to another platform of equal price. The reason is that we bought this platform with the reassurance from Unity that it would be supported for the long term. After the beautiful sales pitch and promises of the grand possibilities of Flash, Unity changes its mind, jump ship and leave us stranded on a Sinking Titanic with one last promise — we will support you all the way till the bottom of the Ocean. Please Unity, it makes perfect sense to leave Flash but you need to do this in a professional way. Please give your Loyal customers who have supported you on the Flash platform the option to move to another platform of equivalent price.

  70. If Zynga had chosen Unity’s Flash exporter instead of Flare3D for Farmville 2 development, would Unity make the same statements about Adobe’s committment? Is Zynga not concerned about the future of Flash? Or are they simply assuming that they’ll have moved on before it becomes a real problem? Of course such speculation is not productive, but you do have to wonder what is really being said.

    The news effectively removes the web from the list of supported target platforms for meaningful game development in Unity. I agree with voices saying that HTML5+WebGL are not suitable at present. Also, although Unity’s web player penetration has come a long way, it is still quite marginal compared to Flash. How much of that additional penetration is (was?) relevant to gaming is anybody’s guess, of course, but it’s a lot to wave away.

    On the other hand, the Flash export feature clearly required an enormous amout of effort from the Unity team (even making use of it placed heavy demands on our team, can’t imagine what it was like to build), and now that effort can be put to more productive use in the future. I look forward to seeing what Unity does next. Although, as a Flash developer since 1998, the news is still disappointing.

  71. Too many free engines out there that work with as3. guess unity couldn’t play catch up. Though I do use flash for 2D web/mobile games, I actually don’t see the point of not deving native if I had to PAY for a solution like unity, esp when there are tons of free engines/sdk’s available. But then the unity crowd has always been for n00bs (My experience: 12 years making AAA games, senior programmer on one of the biggest selling third persons’ ever released .. take a wild guess :P)

  72. Elliott Mitchell

    4월 24, 2013 9:20 오전

    Good move on Unity’s part! Flash is not as cool as it was back in 1999 and there was really never was a good reason to dumb down Unity content for the Flash plugin while paying a ridiculous licensing fee to Adobe. Unity is the way forward to making amazing games. Good riddance Flash!

  73. Well, for those yelling for Canvas/WebGL support… don’t put your hopes too high for that. Canvas is a dead born child for Game development. Show me only a single game made for Canvas where Flash can’t do a better job. As some people already said: HTML5 gaming is far from ready for prime time. And before it is, JS will hopefully be dead and replaced. If the IT world still codes with JS in 5 years then good night for the intelligence of web development.

    Personally I don’t mind that Unity stops supporting Flash in the future. You can’t create real 2D games with it like with Flash and Unity is a closed engine whereas with AS3 you can code your own engine and have more freedom.

    The only problem in this whole story is that Adobe has sh*t of an idea and ambitions to really make AIR an outstanding game dev platform (see their patchworked together “Gaming SDK”).

  74. Hmmm.. I can understand your decision but this is not a very good news for many of us.

  75. I’ve been reading some of these comments… I fail to see why the choice to abandon Unity and go back to Flash would be so easy for you. Really? The ONLY reason you chose Unity was for Flash Export? You didn’t choose it for, I dunno…
    Scene Management
    Component Based Design
    WYSIWYG Level Editor
    Powerful Shader System / Material System
    Editor Extensions
    [Insert more badass Unity features here]
    Really? You’d rather drop ALL of those and roll your own engine from scratch than just admit that Adobe itself is beginning to abandon Flash?

  76. Good decision. Unity Flash was a waste of time and over priced anyways for the little benefits it offered. Unity WebPlayer is pretty well done and matured and easy to install even without admin privileges (try that with Flash) and has less security holes even back then when it was first announced.

    The energy would have been better spent in new and natively supported new GUI, or finishing the 3.x features instead of moving the other half of the uncompleted 3.x features into 4.x (i.e. Shuriken only half-assed done in 3.x, rest moved to 4.x. Same for NavMesh)

  77. I started building content with Flash in 1997 (Flash 4) and made a career out of it for 10+ years. But, I’m so glad I made the switch to Unity four years ago. Technologies come and go. And I’m grateful for the awesome years that Flash gave me. But its time to move on. I really hope that Unity will stay around for many, many more years to come.

  78. And yes I know there are millions of machines behind corporate firewalls that will never run anything but flash. Idea: build your simulation or marketronics/brand thing to a tablet or phone, plug that into the projector, and tell your PHB nobody uses desktop computers anymore.

  79. I think this is a good decision, although I understand that Flash devs will feel burned, not to mention those who bought the license (I’d be looking for at least a partial rebate had I done so). Perhaps we’ll see a large-scale, coordinated effort to increase the Unity webplayer penetration after this. If Facebook starts pushing it, and deprecating Flash, they can definitely move the needle.

  80. @Future, yes I am aware of IE11 and WebGl but the majority of IE users are stuck and stay stuck with their old browsers.

  81. The only thing I do not like about the unity webplayer which flash eliminated was the fact that you have to down load the plugin to play. I hate when I send someone a link link to a demo and they would have to download a plugin. With security now a days its a real pitfall to unity because allot of people will not download the plugin. Is there any way to work something out with the browsers or Microsoft to include the plugin so we dont have to require people to download a plugin they are not familiar with.

  82. @thonbo I am working on different projects within Unity as part of the scripting team.

  83. @Ralph Hauwert : where is your future in unity ? are you gonna work on the unity webplayer ? – @David Helgason : Will Unity be able to compete with Flash Authoring Tools in the 2D department in the near future… – in other words, doing 2D games only – will there be flash like design and animation tools and timelines comming around the corner – we have great success combing vector shape animations with (hardware acc.)spritesheet animations – i cant see that happening in unity – i really want to make the bold shift from flash to unity but as of now there isnt enough request for 3D games – if you know what i mean… – nb. unity is the king regarding platform and tools – but I feel forced to use flash for 2D games because if auth. tooling, features and community-tools – 2D wise

  84. So that means we’re no longer able to get it? Sad thing. Whats about opening the plugin?

  85. Should have clarified: 2D web games. For 3D games, we’ll just have to sacrifice web from now on and rely on mobile + standalone revenue until Unity’s penetration catches up.

  86. f**k flash player!!!!!!!!!!!!!!

  87. DIEGO SANTOS LEÃO, well said my friend. People need to get off the ‘bye bye flash’ bandwagon YET again, like it’s done something wrong.

  88. That’s a darned shame. Until Unity’s plugin penetration stops being awful, there’s absolutely no reason to use Unity for web games. I suppose if Unity is only interested in publishing to mobile and standalone/Steam, that’s fine, but I AS3/AIR and HaXe already do both of those platforms AND web.

  89. Unity and Flash are both cross compilers with their own web-player – two parallel rivals – these facts tells it all

    the flash player is stagnating – not dying… developers hate or flea from flash… the users – they dont really care pixels is pixels. – the users jump from 2D flash games to unity games and back again with no care about platforms…

    unity made this decision because flash is a rival to their own web player – and it is understandable that they want to spend their resources on their own technology – and yes the Unity platform is awesome, no doubt about –

    why are people talking about html5 ? is it because you want games in ipad browers – for what ? no kids use the ipad browser anyway – and webgl is never comming to the ipad browser for this very reason – Apple want no games in the browser – its not about them hating on flash they just dont want games in the browser – this is the reason why webgl is kept out of safari mobile – and suggesting unity to html5 is a joke – you cant do anything without webgl performance wise

  90. I was only considering switching to Unity because it had flash export. I’ll definetly will be sticking with Flash now.

  91. WebGL+JS is the way to go. BananaBread, Unigine and Unreal Engine has proven that it can work already today, and that’s *without* ASM.JS, which will improve the situation dramatically once browsers start optimizing.

    Gaute, IE11 has experimental support for WebGL.

  92. Well, it is sad news,

    I am flash programmer, and it’s sad to see this matured technology not used.
    Also, I have been working with flash platform for over 12 years and I am sad to see flash technology with this bad reputation. Yes it did had minor bugs, now and then. But it was little price to pay for technology with big ambitions.
    It’s sad, flash developers was pushing limits what the web can do.. (often optimizing for users with mid-high computers) and being punished for that.

    Oh well… I wish Unity best luck.

    (as for me… Yeee!!! more work for me as 3d flash developer!)

  93. @James Flowerdew. The product you have a license for will remain to be available to you throughout the 4.x cycle; the product you bought is still available to you.

  94. James Flowerdew

    4월 24, 2013 6:22 오전

    another £3K GBP bites the dust… thanks Unity :(

  95. Even if html5/WebGl somehow magically works, which I personaly doubt, it leaves IE users in the dark. Agree with Shitif, Nox Noctis & Santu Karar.

  96. @ JAN OONK 24 Apr 2013, 4:12 am

    “…bye bye Flash” as a conclusion of and uninformed argument is exactly what made people believe in the HTML5 hype – which by the way has changed _nothing_ in the past three years – at least not for the good.

    Your wife’s clients will find that in their original Flash projects were mainly oldskool timeline-stuff, then maybe it might be possible to do an HTML5 port. The cost of the port will be double that of the original Flash project, because now _you_ have to take care of browser inconsistencies, you don’t have a plug-in to do it for you. Also, slow animations will look choppy because there’s no sub-pixel placement support in HTML5.

    If there’s any kind of serious AS3 coding in those Flash projects: good luck with the port. You’ll run into one of the restrictions of HTML5 vs Flash, this overview shows where we’re standing right now:

    As for iOS support: there’s no Unity browser plugin on iOS either, is there? Apple wouldn’t allow it, for the same protectionist reasons they don’t allow Flash. Instead of porting to Unity native apps, the clients would be smarter to go the AIR mobile route, because then the devs can port their AS3 code almost 1:1 into an iOS / Android app.

    I’ll never understand the dancing on the grave of a ‘presumed dead’ technology, especially when there’s no workable alternative yet, and when most arguments against it are misinformed, or even plain lies (Steve Jobs comes to mind).

  97. @DANNY
    All the info you need on simulation games, non-games and closed systems support:

  98. Where’s Jason and his real-time fluids thingies? JK ^^

    Unity dropping Flash Support… Well I’ve never felt interested in Flash, neither Unity Flash. I knew it would be a waste of time and resources for Unity. Flash have been the buggiest thing I’ve ever saw in web dev and Adobe made it worse when they bought Macromedia.
    As for those asking in HTML5/WebGL, please do some research! Unreal Engine is running even slower than their iOS hardware version… On a frigging gamer rig!!!

  99. Well, it’s not an obvious thing that Unity or people out their will flooded with the recent trend – HTML5/WebGL/OpenWeb words. As for dropping Flash by Unity, the reason they have – I think to an extend that is honest – Adobe did required to support the plugin the way it was needed. But yet, the technology is far more superior than anything probably out their in market if compared feature wise.

    For HTML5/WebGL – well, I can’t agree more with SHTiF and Nox Noctis; They said the facts.

  100. Adobe is surely sending wierd signals – at best. But for making web based game, there is no better option. At least for me, at least for now.

    Looking forward to see a day when Unity Web Player is installed on 90% of available devices.

  101. Does this mean that Unity3d will have more time to work on finishing the “new gui system” that has been promised for awhile?

  102. Obviously no company wants to be in this position, but I have to commend Unity for their open communication here and making a difficult decision. I have to agree that from my perspective Adobe has been sadly lacking in supporting their partner ecosystem and at best are sending mixed messages about the continued investment in the Flash platform.

  103. Diego Santos Leão

    4월 24, 2013 5:24 오전

    Flash is still “the console” for web gamers, they depend on it _despite_ its flaws, and _it works_ for them. Developers make it _work_. It is THE mainstream platform for web games. Adopting Flash was a great present day decision, for present day developers needing present day money.

    There will be a time to abandon Flash, we understand that perfectly: when gamers move, the money move, we’ll move.

    Flash doesn’t have a future? It could be five years untill then, how am I going to support, say, a Social game made in Unity-Flash for five years if your support is not there for year two?

    You say Adobe became “not dependable”, I also have every right to take a _bigger_ issue with Unity announcing sunsetting a platform they just launched.

    I have a business to run and can’t be worrying about Unity shifting business and futurology discussions.

    PS: HTML5, no thanks: far too limited and varies greatly in performance and consistency.

  104. @POLCPP I think SHTIF meant game logic, architecture etc. The video you’ve provided is not a game, it’s a 3d model, a camera and some (very nice) shaders + post processing.

    I wonder which way will Unity go for web. I’d bet on Unity web plugin for the next year or two and after that fails, WebGL/js export.

  105. @sHTiF Sorry? Unreal’s been there done that

    The problem would be to port not only the “Unity Player” to that but to transcompile your code to something that can be run on js which doesn’t sounds very feasible.

  106. @Jeroen; your existing Unity Flash licenses will work and continue to work throughout the 4.x cycle. We announced that we stop selling it, while we keep supporting it for existing license holders.

  107. Well this sucks. Just 18 months and now Unity abandons their customers with Flash support. Like it or not, it’s still THE plugin for brands and media agencies. These companies want a high conversion rate and get their games deployed everywhere. HTML5 is not mature enough, so basically we are now stuck with a lost investment in UnityFlash (I’m talking about people here, not the cost of software).

    Whatever the reason is, we are really really dissapointed with Unity now. It has been announced as the next big thing 18 months ago and now they drop their resources on SWF development… that’s inexcusable.

    An excuse part of their announcement would be the least thing they could do instead of sugar coating it with unrelated Facebook integration improvements.

  108. At my wife’s work clients come with their complete Flash portfolio (banner,video,virals,games,…) and ask if they can move away from Flash and have them convert/rebuild it to HTML5 or even Unity. Mainly because of lack of Flash support on iOS.

    bye bye Flash…

  109. Graham Dunnett

    4월 24, 2013 3:51 오전

    @Trent – your Unity Flash license still works, and you can continue to use it to create SWF files.

  110. Graham Dunnett

    4월 24, 2013 3:48 오전

    @Mark Allon Around 200M. See

  111. Trent Sterling

    4월 24, 2013 3:47 오전

    Too bad Unity Web Player games are un-sponsorable. Looks like its time to go back to flash. The only reason I started using Unity was the Flash exporter. I was always sure there was a backup plan. Now its gone.

  112. I totally agree with SHTIF.

    To all those “WebGL/HTML5 would be nice” guys — have YOU really actually tried putting some decent game together with the said technology? It goes so far beyond comparison with what we have on the flash platform, that it isn’t even worth a line.

    As for Unity dropping flash support… Well, I’m sorry, but who really cares? We still have Flash, and natively-flash products are still far better in all aspects as compared to those exported from Unity. Being able to import animated assets from SWF files into Unity projects would be nice though, as this way the assets could be shared between web and mobile versions of the same product.

  113. This has nothing to do with Adobe, Flash or Unity. This has to do with the democracy of the open web. I loved Flash and the Adobe guys brought us stage 3d and starling. However the race is on for an open web and there is nothing we or even a company like Apple can do about it. Browser guys want the web to stay open instead of dying in closed eco systems, simple as that. Enjoy unity but get your js on

  114. Your magic button -> compile to swf was awesome.
    Good bye Unity :/, I go back to Flash.

  115. Anyone asking for HTML5/WebGL doesn’t know anything about HTML5/WebGL it is years away from being able to manage and handle even relatively simple games. Its funny how these people all drink HTML5 coolaid without even trying to look at it, and here I though these are some serious developers here, my mistake.

    As for Flash being dropped, I don’t really care but as DANNY said for anyone using it its a showstopper because Unity player is nowhere near as spread and whats worse its “uninstallable” for most of the people out there that actually play casual games. So this is a biggie actually its big enough for people to abandon Unity and go back to Flash :/

  116. @Dan Huffman: I couldn’t disagree more. :-D

  117. Daniele Giardini

    4월 24, 2013 2:58 오전

    I second this decision. I can’t tell how disappointed I am since Adobe took Flash under its wings. What was once a wonderful engine, is now a wrecked mess, abandoned since many years.
    Also, Unity’s Flash export seems very awkward anyway.

  118. Very sad. Yes, flash has a lot of issues. But if you ever want to reach a PC inside an enterprise (yes, there is a world outside home users, and unity can be very relevant) this decision is a show stopper.

    Unity plugin will not be run or installed by any serious company on employee PC, while flash (for legacy reasons, but still) will. You leave “serious gaming/simulation” developer (yes, there are few like us) with the decision if to continue developing as is and hope for some miracle, or drop unity and move to flash as a development platform. Both options are bad.


  119. Alexis Michail

    4월 24, 2013 2:45 오전

    exactly as DEREK SCHINDHELM commented:
    This is a mobile world. This is (or at least DEFINITELY was till now) an Apple world. Apple did not support flash in it’s mobile devices (especially in iPad where flash was expected as a feature) since day one (and Jobs explained the reasons) when flash was the de facto standard for video playback and interactivity on the web.

    The moment I had heard that Unity will feature flash I was sure that this was a major mistake. Flash has been going downhill for quite a few years now. These news come as no surprise to me.

  120. HTML5 and WebGL, I was initially excited about flash ..only because as a proprietary system it was at the time more popular. The more and more as time has gone on the less and less I have felt it as a necessary platform to support, in any sense. I am an animator and wouldnt even use it for that, let alone for web or game publishing .

    Great news, but please as requested by alot of people here HTML5 and WebGL

  121. So, any plans for a Linux Web Player?

  122. “By introducing, and then abandoning, a revenue sharing model, Adobe eroded developers’ (and our) trust in Flash as a dependable, continuously improving platform.”
    Unity took the right decision.

  123. For those of us who invested $1500 in a flash deployment licence, it would be nice if Unity gave us $1500 credit towards a new licence for something in the future as a gesture of good will.

  124. Yes. Don’t need HTML5 & webgl support. It was never meant for games. LINUX isn’t either for that matter.

  125. please stop with all this html5 and webgl no sense, although webgl is good enough to run 3D games, js is currently not powerful enough to manage the complexity of a modern game. If you are looking for 2d games, you do not need unity.

  126. I hate this news.

  127. Can’t really say I’m surprised. Flash never really was an interesting platform. Since one also need to install a plugin for this, one can easily just install the unity web player. I think this would be the right time to strengthen the web player by either making it available for Linux too or alternatively making it platform independened using HTML5 & WebGL.

  128. WebGL/HTML5 would be nice, but only if Unity could find a way to make it happen without allowing our code to be browsed.

    Be that as it may, this is good news. Tthe less Adobe/Flash in the Unityverse, the better IMHO.

  129. Good decision…
    HTML5 – WebGL should be the next step !

  130. Never cared much for Flash or Adobe’s business practices, so I can’t say this move saddens me.

  131. Very unfortunate, but understandable.
    I think it would be a nice gesture for those who invested in a Flash license to give a free upgrade to Flash Pro.
    BTW, what is the current coverage of the Unity Webplayer?

  132. @MARTIN SCHULTZ: Well… unity is not bugged at all.

  133. Hermes David Montes de Oca Segovia

    4월 24, 2013 2:22 오전

    about time, flash always seemed a nonsense platform for unity since never really worked to the standards of unity, most assets didnt work on it and specially existing a much better performing web player that was free to use, so kudos to unity to pull the plug on this and focus on more promising ones

  134. Martin Schultz

    4월 24, 2013 2:19 오전

    Good decision. An unreliable dev partner Adobe, buggy platform, etc etc.

    Time to let Flash die now. Godspeed, Flash.

  135. Does this mean we will get a cool HTML5 version of the web player, that would be sweet

  136. That’s quite unfortunate! Do you think you’ll release flash license for free now? And could it be possible you’ll take the HTML5 integrated route similarly to Unreal Engine with Mozilla?

  137. Andrea Leganza

    4월 24, 2013 2:12 오전

    An HTML5 – WebGL should be a nice addition now

  138. Derek Schindhelm

    4월 24, 2013 2:10 오전

    I think this is the right move. I was surprised when Unity announced support for flash considering it was going down hill even then.