Serving Unity3D game through web - ruby-on-rails

I've been assigned the task to serve a Unity3d game in my website (designed by someone else). They're flexible on serving the game directly from the website as they don't know if it
s possible, so in the case that due to X issues it can't be possible I could provide a link (download a player?) to play the game externally. I've been digging through the Unity docs and found out the Unity Webplayer is only compatible with Opera, Safari and older versions of Firefox/I. Usually I'd dig into the matter and come up with a solution eventually but due to the time constraint I feel hard pressed to ask for advice from people who have already jumped these hoops.
Is there an alternative to the Unity Webplayer, does Unity provide some sort of quick, lightweight install for the game to which I can point users to from the website?
I should add that the game will be a lightweight, resource-inexpensive game.
I'm open to any and all suggestions however creative!
The app will most probably use the Rails framework for the web app.

Unity's Webplayer has been discontinued in 5.4 release.
Is there an alternative to the Unity Webplayer, does Unity provide
some sort of quick, lightweight install for the game to which I can
point users to from the website?
Yes. WebGL. This replaced Webplayer. WebGL is the standard now and works on almost all browsers without the need for players to install anything else. Make sure to download he latest version of Unity to use WebGL 2.0. You can build and embed it on any webpage. Although, Javascript is more easier to use to embed it on the web than ruby.

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How can I create hybrid apps on IOS?

I see on Android that apps exist to create android apps. I understand nothing like this exists on IOS because of apple's terms. On IOS however, some apps, pythonista for example, allow the user to create scripts that run similar to apps. Is this functionality currently available for hybrid frameworks, IE phonegap/cordova, react native, etc? Barring this, is there some method whereby I can code and test such apps on my iPhone/iPad?
Bottom line, I want to code apps while commuting, etc, on IOS. I understand I need a computer to compile the final product, that's ok, it's just the coding/testing process I want to do on IOS.
I am up for any hack you can think of to make this work, so long as it is accessible with VoiceOver, apple's screen reader, as I cannot see at all. One example of something I thought of that won't work is using remote desktop software, there is no such software that is accessible as it uses an image of the remote screen, I have no access to this.
I am looking forward to your creativity, so far this has me stumped.
Thanks in advance.
Similar to the playgrounds answer, but if you wanted to use Xamarin you could use Continuous .NET. It’s a C# IDE for iOS. You could then use Working Copy to to keep the version on your computer in line.
The other option is to VNC into your computer at home, but if you’re on the train that might not be a great option.
It's not a solution for your problem, but if you have an iPad, you can write parts of apps in Swift Playgrounds. There you have access to all the UIKit stuff. Unfortunately some of the frameworks you can use in iOS are missing.

Is PlayN on iOS possible without licensing MonoTouch?

Following the instructions on the PlayN wiki I was able to get the "hello" PlayN sample running on the iOS simulator. However, when using MonoStudio, I was told that I need to upgrade to an Indie license or higher to compile the code. (Apparently I was using 33+ features which required it.) When I activated a trial edition, the sample compiled and ran fine on the simulator.
The PlayN wiki seems to indicate the you'd only need a license if you plan on testing on a real device. Is it wrong or am I missing something?
Also, I thought the idea behind PlayN was to build a free, open source game engine on top of free, open-source technology. Mono is both, but MonoTouch is neither. Is there another option or am I stuck with shelling out $1000/year to use iOS (which so far seems far from fully implemented on the PlayN side of things)?
Right now, there isn't. Sorry its disappointing, but its the nature of iOS. Its a very non-free platform.
Perhaps you can try your hands at writing a cross compiler, and release it under an opensource license? You can try basing it on http://gcc.gnu.org/java/.

Node.JS Development on iOS?

I'm wondering if there is any chance to run Node.JS on iOS to develop as on desktop? I definitely realize I must have jailbroken iPad to install node or mongodb. The only I've found is good code editor Diet Coda with FTP/SSH support, but no more. How can I get node in "real" terminal on iPad, launching my .js files on certain port etc?
P.s. I'm not big fan of cloud9 'cause it's requires Internet connection and at this time supports only node 0.6
Found a so-so solution: connect to my server via ssh and develop my app in console. But it requires internet connection, that's not good.
A quick search reveals NodeJS on iOS.
The long story short is that I got NodeJS compiled on my jailbroken iPhone 4! It was a long quest to get it working properly but I've done the hard work and compiled a .deb file compatible with Cydia for your installing pleasure...
It's a year and a half old, so the article might be a little out of date, but it's definitely a good starting point. See also how to set up gcc if you need to do that on your iOS device.
Aside: If you're a rooted Android developer, you may be interested in anode.
I am working on an implementation of Node.js on non-jailbroken iOS devices.
http://www.youtube.com/watch?v=xzFH80-HYTo
It is not ready for a public consumption yet, but I am making a good progress and have a plan to open-source it soon.
You can use node.js on iOS without jailbreaking, and without violating any Apple
terms of service. LiquidCore is an open source project that enables node.js on both Android and iOS for deploying micro applications. iOS support is now available from version 0.5.0.
CodeSandbox for iOS works amazingly well, though it's not a console interface.
CodeSandbox for iOS offers a full-fledged development environment with all the tools you need to develop projects of any size. Create a sandbox to quickly prototype your ideas or work on a large codebase with CodeSandbox Projects: whatever your needs are we have you covered.
I've wondered how much work I could get in something like the IconFactory's WorldWideWeb. That company has been around a while, and WWW makes it easy to do work in a browser-hosted environment.
So CodeSandbox almost answers your question, and, if it disappears at some point, WorldWideWeb might be a fallback in a pinch.

Clojure iOS Development

Over the past months, I've pretty much fallen in love with Clojure and refuse to use anything else.
I am aware that there is ClojureScript, which uses Google Closure to compile a subset of Clojure to JavaScript.
Is there anything similar in the works for Objective-C/Cocoa?
I would love to be able to prototype applications in Clojure, and then get an iOS app out of it.
[I'm perfectly fine if this prevents me from all the low level details of iOS -- I don't need access to any low level details (say pointer arithmetic) that I can't do in Java -- I just want to be able to easily transform my Clojure Apps onto the iOS]
You can run clojure on iOS by compiling clojure to scheme, https://github.com/takeoutweight/clojure-scheme
There's one more option (warning: haven't tried it yet):
https://github.com/oakes/lein-fruit
This Leiningen plugin translates Java bytecode to native code for iOS. And there's even IDE that has it built-in:
https://github.com/oakes/Nightcode
I've just discovered las3r which is a Clojure port to the ActionScript (the language behind Flash) runtime. Since Flash/ActionScript can now develop for iOS (I'm in the process of writing a game right now. It's not wonderful, but it's quite usable), this may present a path to writing Clojure applications for iOS.
DISCLAIMER: I haven't tried this. I've just barely discovered las3r, haven't even downloaded it. and have no idea if it's good or terrible. I don't know how awful the speed will be. I know nothing.
Still - it's an intriguing idea, isn't it?
There is Re-Natal a simple command-line utility that automates most of the process of setting up a React Native app running on ClojureScript.

Is XNA Development for iOS feasible? is XNATouch the only good XNA implementation for iPhone?

I want to develop and port some of our windows phone 7 games to the iOS platform.
But currently it seems that our only option is: MonoTouch + XNATouch?
Do you use any other SDK for running XNA games on the iOS?
What is your opinion on developing XNATouch Games?
http://xnatouch.codeplex.com/
You might want to support ExEn, this guys is trying to get support to open source his port to iPhone, Mac and Android.
Hello Andrei :) well on XNATouch Stuff currently they are on 1.0 stable version wich only supports XNA 3.1 and only with spritebatch no 3D available at the moment, in the next releases the will be dropping 3.1 support because you can no longer release games on XBLIG that are built under 3.1 and they will be bringing XNA 4.0 support, when you may ask unfortunately there is no ETA. As this is an open source implementation brought to all of us by a great community its prone to bugs but as a great community we all are you can always submit a bug or fix the code yourself and submit a patch.
The best thing you can do its to give it a chance and try then decide yourself if it fits your needs.
Hope this helps
Alex
You can so do this now! Time has marched on and XNA development is a reality on iOS using MonoGame.
Here are some app store games written using this framework:
Console Wars
Chicken Store
Derfwood

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