I had some experiences with Project Tiny recently. For a project, which requires some WebGL content on a webpage, we wanted to give Project Tiny a shot. It was an unfortunate week tho because Unity decided to remove the package from Package Manager until they feel confident with it 🙂 (See this)
After investigating the motivation behind the package and its core technical features, I started to work on the package. Fortunately, I pulled it before Unity removed.
After struggling with the package to make it work properly, I was finally able to build my tiny project and test on a browser. I want to share my experiences with it.
The first problem was the inconsistency between the latest unity version and package version (I didn’ t have any idea with the situation, so I deliberately tried to make the package with the latest unity editor). Along the way, I’ve come across with this bug. Finally, I ended up installing an older unity version to make the package work as expected.
How Project Tiny Works
For those who are used to work with Unity, DOTS and new packages brought too many new things. One of these, from my POV, project tiny is another project working in the unity environment. What I mean with this, you must open a “project” file so the editor switches to the DOTS layout.
There’ s a new menu named “DOTS”. This menu has two sub-menus:
- Create Project: This makes you create a new Tiny Project
- Open Project: This makes you open a Tiny Project
This layout is a little different than what we used to see in Unity. We don’ t see the usual game object and components in the inspector. We see the new components that belong to ECS in a more lightweight layout. The interaction, though, is quite similar so it doesn’ t feel different at all. It’ s just like a new makeup for the layout.
Project Tiny works completely on DOTS. This is why we don’ t have the usual components which might include logic and subclass of MonoBehaviour. We have the components that only include data for the systems to work.
Another difference was, in my experience, the play button does not make the project work in the Editor. It opens a browser to run the code instead.
Project Tiny projects also have their own assembly. That allows us configuring (adding and excluding the plugins) the project as we like. Every plugin seems to have their own Project Tiny version and these are registered to our new project.
Generally speaking Project Tiny offers many different capabilities. It allows developing Ad Games, Instant Games or any content that must be TINY :). Despite being in the early stages, I think it’ s worth investing some time on it to know the basics. It will probably evolve in time but it’ s better to start early so you can go incremental 🙂