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WASD is viable because for the best player experience the client (the browser) should be simulating actions based on inputs at the same time the server is verifying inputs as valid and sends you appropriate data back. To put it in perspective, if you are playing a game and we figure on average it takes 100ms (arbitrarily picked this number - no real ...


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Unity Web Player, as you probably know, is a browser plugin so it is allowed to run anyway it likes. Unity 5 will export to WebGL, and the article you linked says they worked with Mozilla to bring that technology, so they are most likely using Emscripten which is a LLVM to Javascript compiler. Several languages can be compiled to LLVM (including C# and ...


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There is http://openlayers.org/ which should provide exactly what you need. As seen in the example on http://openlayers.org/en/v3.0.0/doc/quickstart.html it creates a scrollable map like google maps(but can do other types as well) and allows to place custom marker and overlays. It does not help you with the map tile generation - it is only there to use map ...


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When you are OK with excluding Internet Explorer 9 and below, you might consider to use WebSockets instead of AJAX. It is much more suitable for real-time games. You do not need to notify the server every tick which key the user is holding down. It's enough to tell the server when the user starts pressing it and when the user is releasing it. The ...


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Found a solution so to use the same code for both Windows and Web Player deployment (disclamer: I'm just reading these XML files): you can put the XMLs in the Resources located into the Project Assets folder. This basically tells to Unity to keep these files into the final build and you can load them at runtime using (in case of xmls for example): ...



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