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	<title>Comments on: Testing Unity&#8217;s Flash Export on a Large Project &#8211; Part 1</title>
	<atom:link href="http://tech.mindcandy.com/2012/02/testing-unitys-flash-export-on-a-large-project-part-1/feed/" rel="self" type="application/rss+xml" />
	<link>http://tech.mindcandy.com/2012/02/testing-unitys-flash-export-on-a-large-project-part-1/</link>
	<description>jelly beans and computer screens</description>
	<lastBuildDate>Thu, 06 Dec 2012 01:31:21 +0000</lastBuildDate>
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		<title>By: Ovno</title>
		<link>http://tech.mindcandy.com/2012/02/testing-unitys-flash-export-on-a-large-project-part-1/#comment-380</link>
		<dc:creator>Ovno</dc:creator>
		<pubDate>Tue, 24 Apr 2012 14:36:41 +0000</pubDate>
		<guid isPermaLink="false">http://tech.mindcandy.com/?p=454#comment-380</guid>
		<description><![CDATA[Just tried this myself and found the best way to rid yourself of some of the more obscure errors was to package each of your scenes and then drop then into an empty project one by one, reduced mine errors from 40 to 2 and actually provided line number information too :)]]></description>
		<content:encoded><![CDATA[<p>Just tried this myself and found the best way to rid yourself of some of the more obscure errors was to package each of your scenes and then drop then into an empty project one by one, reduced mine errors from 40 to 2 and actually provided line number information too :)</p>
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		<title>By: Lucas Meijer</title>
		<link>http://tech.mindcandy.com/2012/02/testing-unitys-flash-export-on-a-large-project-part-1/#comment-104</link>
		<dc:creator>Lucas Meijer</dc:creator>
		<pubDate>Mon, 20 Feb 2012 18:12:09 +0000</pubDate>
		<guid isPermaLink="false">http://tech.mindcandy.com/?p=454#comment-104</guid>
		<description><![CDATA[Nice post!

Yoru experiences are quite in line with what we at Unity expect from the current state of the flash exporter.  If you start a project with its limitations in mind, you can create great things.   If you try to convert an existing project not designed with its limitations in mind, you&#039;re in for a rougher ride.

I expect many of those 87 errors to be easy.  Things like specific overloads of methods missing, that can easily be replaced.  Swapping out ReadOnlyCollection with a regular one etc.

Others will be much harder. If your game uses a lot of reflection &amp; raknet, you&#039;ll have to somehow work around that.

We&#039;ll make more and more features work out of the box in the months ahead.  Posts like this are great to get a feeling for which missing features we should add first.  We didn&#039;t expect reflection to come up so often, but it does, so it&#039;s relatively high on our list.  On the top right now are WWW and assetbundle support though.  (and to preempt your next question: no we do not have an eta on a build yet :) )

Good luck!

  Lucas]]></description>
		<content:encoded><![CDATA[<p>Nice post!</p>
<p>Yoru experiences are quite in line with what we at Unity expect from the current state of the flash exporter.  If you start a project with its limitations in mind, you can create great things.   If you try to convert an existing project not designed with its limitations in mind, you&#8217;re in for a rougher ride.</p>
<p>I expect many of those 87 errors to be easy.  Things like specific overloads of methods missing, that can easily be replaced.  Swapping out ReadOnlyCollection with a regular one etc.</p>
<p>Others will be much harder. If your game uses a lot of reflection &amp; raknet, you&#8217;ll have to somehow work around that.</p>
<p>We&#8217;ll make more and more features work out of the box in the months ahead.  Posts like this are great to get a feeling for which missing features we should add first.  We didn&#8217;t expect reflection to come up so often, but it does, so it&#8217;s relatively high on our list.  On the top right now are WWW and assetbundle support though.  (and to preempt your next question: no we do not have an eta on a build yet :) )</p>
<p>Good luck!</p>
<p>  Lucas</p>
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