Unity Tiny | Tiny Mode | Instant Games | Playable Ads


Release Note :

Unity 2018.3.0.b12 Tiny Mode 0.13.2 
Tiny Mode is currently preview version, so this information is likely to become obsolete as the days go by.

What is Unity Tiny?

Unity’s new, highly-modular runtime lets you build instant games that are small, light and fast.
You need a solution that delivers small file sizes and blazing-fast startup without compromising quality.

Unity's Tiny Mode provides a set of workflow features and a specialized build pipeline that allows you to create small, lightweight HTML5 games and apps in the Unity Editor.

For example, you can use Tiny Mode to create playable ads or games for messaging platforms and also,

- highly modular architecture
- control over file size
- quicker runtimes for lightweight devices
- ultra-fast delivery and startup times & ultra-slim runtime
- artists and developers can work together

Usage of Tiny Mode :

Usage of Tiny Mode is to develop messenger games, ads, or other HTML5 projects with a very small file size and memory footprint.

Best things are to build games and experiences that can load instantly and without install.

  • Messaging games: It’s a game that you can play in messaging applications as well with your friends within those applications. Like, Facebook Messenger Instant Games, Social app games, LINE Messenger & WE CHAT Mini-Game in China.
  • Interactive advertisement (playable advertisement): Its game within advertisement and it’s playable, that can actually play games on a mobile advertisement. In recent years, interactive advertising has almost corresponded to major advertising companies, and it is expected to increase further in the future.
  • HTML5 game: Any kind of web-based game can be created for HTML5 games using Project Tiny. As well Most of Interactive Advertisement and Playable Ads can be developed in HTML5.
         Since Unity has an advertisement service called UnityAds, it may be supposed to use Tiny Mode when placing playable ads in UnityAds.


Build Size :

The core runtime is under 100KB (compressed javascript). Each module you add comes with additional functionality and size costs.

To get a basic 2D game that is built for HTML5 delivery, the minimum collection of modules add up to 142 KB when compressed for transfer, and 730 KB uncompressed. Generally, the uncompressed engine is around 4 to 5 times bigger. The compressed engine is optimized for size, and when uncompressed, it is optimized for startup time and performance.

Check out Tiny Arms Revenge [link], 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.


Limitation of Tiny Mode :

- Currently the only 2D. 3D and AR will be supported in the future.
- Implementation required for Entity Component System (ECS)
- TypeScript only. We plan to move to C # in the future.

Note: About C # correspondence, TypeScript is only temporary, It is important to note that we will be removing Typescript once support for C # is ready. – Unity Blog


Future:
  • Instant 3D: Coming in 2019. Create beautifully detailed instant 3D games and experiences using Unity’s unparalleled 3D toolset.
  • Instant AR: Coming in 2019. Create rich, instant AR content and experiences that are small, lightweight and can load instantly.


Important Links:







- ECS for Small Things
https://www.youtube.com/watch?time_continue=12&v=EWVU6cFdmr0



Let’s Try It :


1) Unity Installation: 
Looking at Changelog, in Tiny Mode,0.13 Unity 2018.3.0.b12it seems that more is needed, so put it in. 
As the version of Tiny Mode goes up, the corresponding version of Unity will also rise, so basically, it is better to put the latest beta version.After installing Unity, create a project. 

Of Player Settings of the project that was created Scripting Runtime Versionto confirm the settings, 

if .Net 4.x Equivalentyou change if you do not have been in. 
However, 2018.3.0.b12it seems that this is the default.


Then the package of Preview version will be displayed, so Tiny Modeselect, Installand press the button.


When the installation is completed, Tinythe item of " Unity Editor menu " is added.




2) Running The Sample Code:
Let's choose Tinyfrom the menu, Import Samplesand import sample project.


Multiple projects will be imported.


Everything is good, but here we FlyingYolkwill run a project called. 
FlyingYolk/FlyingYolk.utprojectOpen the UnityEditor and press Play button. 

Then, it seems to be executed in the Game view .... When the browser starts up, the following HTML5 game is executed.



In the Game view of Unity, the QR code and the URL of the local IP are displayed as shown below, and it can be accessed by reading with a smartphone or the like.


In the future, it may be possible to run in the Game view, but at present, it is a method of setting up an HTTP server and executing it with a browser.

3) Build : 
I was able to execute it, so I'd like to build next. 
However, TinyMode seems to be impossible to build for every normal platform. 
There 
File -> Tiny -> Build
is something in the menu, it looks like I think that it is building with this.

- When I try it, it seems like this Build is processing the same as the Play button earlier. 
Since Play also eventually outputs HTML and runs it with a browser, it is natural that it is natural. Well, HTML / JavaScirpt file etc. should be output somewhere. 
- It MyProject/TinyExport/FlyingYolk/html5/development/bin seems to be a pass when looking at the log.
- Looking at this path, index.html since there are .js files, it index.html seems to be done.

- Now you can host that folder or files on your server.

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