This is actually quite important as we’d like to ship the same experience across all the platforms we support, which for our game is iOS, MacOS, Android and WebGL.
Can Reactional please add support for WebGL builds?
This is actually quite important as we’d like to ship the same experience across all the platforms we support, which for our game is iOS, MacOS, Android and WebGL.
Can Reactional please add support for WebGL builds?
Hello, we actually will support WebGL fairly soon. We just launched our new website and you can try a webgl build on there. We are adding a few more soon.
Current state is that it is fairly ready to add, but Unity 6+ currently does not produce working builds. Earlier versions do. But 6 uses a different emscripten version so there would be two different plugin versions which seems very annoying to maintain.
If you are on an earlier Unity version than 6 we can maybe get something to you as a preview if you need it asap (but I’d rather not rush it and add it properly in a coming release)
Would love to hear more about the game you are building!
That’s wonderful news!
The game is called Hunter’s Gambit Online, built with Unity 6.0, and is already launched on all respective platforms. Online is free, the others are paid, and the promise is that the experience is as close to the same as possible for each platform, for reasons not shared publicly yet.
I’m a fan of not rushing things, but perhaps using the preview can help iron out bugs, and add to your list of games using Reactional. I’m more than happy to provide technical feedback and constructive review, and I can’t deny the timing of this opportunity.
HGO does not have any music yet, though it does have sound effects. Once I realized just how interesting it is to work with audio in Unity, in the context of HGO gameplay, I chose to keep things at their most basic, while a better system could percolate in my mind (I’ve built systems like Reactional before, obviously not as impressive).
Now that I’ve got a well formed idea of what’s needed for HGO, I started searching for beat matching systems and of course Reactional was obviously the stand-out, and obvious choice.
I can’t share the plan for Reactional within HGO, in this forum, because that could ruin the surprise for others, but I can say that there’s a bizarre multiplayer mode being refined for the next dev cycle, and it would be just brilliant to be integrating Reactional sooner than later.
Something I can share is that there are audio tracks I’ve prepared already, and in the context of Reactional, I’d have to begin the process of refactoring my ad-hoc design to the more formal themes and tracks. So, the point here is that there are definitively plans for producing content within HGO, but also, publishing themes and tracks on Reactional too.
The current HGO dev cycle is focused on two things: general controller support (keyboard, gamepads, accessibility,) and music. The controller support work is done, and now I’m integrating Reactional as a pilot test. The schedule is to have a build doing the QA cycle sometime next week, though nothing is set in stone. While rapid, this is not a rushed pipeline, and there’s just me involved so whatever I’m working on at any given time, must flow into the next thing to work on, and so on.
I’d like to try integrating that preview release so I can decide if I’m implementing my ad-hoc for this cycle, and Reactional when it’s ready, or maybe it’s good enough to adapt/delay the schedule and implement in this dev cycle.
So, how do we proceed?