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Why can't I build Web Player in Unity while I have no problems with building standalone versions? You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. To solve your problem, I guess you could download log4net sources, change them so that they won't require System.Web, and build your own logger version. No, it will never work properly, with web-builds - HTML5, in Unity, as - the unity has FAILED to do this properly so far, for the Web Export platform (which is now world wide known). Welcome to Unity Answers The best place to ask and answer questions about development with Unity. Intel® Developer Zone offers tools and how-to information for cross-platform app development, platform and technology information, code samples, and peer expertise to help developers innovate and succeed.
Unity* software is one of the most popular game engines for the mobile environment (Android* and iOS*).
It is very easy to port an ARM*-based Unity game to Intel Architecture if the game doesn’t have any plugins. After choosing Android and clicking the Player Settings button, a configuration window will be shown as below. Most game code for the Android platform is developed in Java*, which is compiled to a DEX file. Debugging software for Android usually includes checking logs, setting breakpoints, and observing running parameters step by step. Like in-app purchases, advertising integrated in games is yet another business model for game developers to make revenue. Many games, especially online games, want players to have accounts in order to record their progress and store scores in back servers. Data Statistic SDKs record game player’s statistics, which developers can then use to optimize and modify the game.
When enabling an Android game to x86 native, all related SDKs must be ported to x86 before plug into Unity; otherwise, the game will not run well on Intel Architecture-based platforms.

However, the game crashed when this APK was installed on x86 Android 5.0 due to a libwbsafeedit library, which is an ARM binary hidden in the assets folder. When we enabled this library for x86 as below, the app worked well on an Intel Architecture-based device.
We ran some performance comparisons between the ARM version and x86 version on an x86 device. After porting, the average power consumption improved about 10% than when running via Native Bridge.
Software and workloads used in performance tests may have been optimized for performance only on Intel microprocessors. For creating Android games with Unity, you’ll see a performance benefit on Intel Architecture by porting to x86 native. My second question for you: Why can't I build Web Player in Unity while I have no problems with building standalone versions? Users with more than 1k karma moderate new questions and it was probably denied because it wasn't a question suited for the Answers site.
The new hope arises in: using Web GL instead, which is coming with new version V5 of unity, soon, where we hope to see a better job from Unity team, regardless web platforms exports for games. As technology improves, especially as GPUs in mobile chips get faster, players are demanding more 3D mobile games. Mobile games are a bit more complicated because they contain third-party plugins for performing various tasks. When a crash happens, it can be more effective to dump the crash information, especially after the application has been released.
Performance tests, such as SYSmark* and MobileMark*, are measured using specific computer systems, components, software, operations and functions.
But the Unity engine is not the only thing that must be ported; all the related plugins must be ported as well. He currently focuses on gaming enabling and performance optimization, in particular on Android mobile platforms.

According to Wikipedia, there are over 1.2 billion of mobile deivce users in China in 2014, nearly 4 times than that of United States.
In China there are lots of payment vendors such as Alipay, Caifutong, and Wechat payment to name a few.
For example, libtpnsSecurity.so is a plugin SDK for game security with anti-theft and anti-reverse engineering.
If you want to successfully port a Unity game to x86 native, you should do the porting for these plugins in advance. Sticking a vote to it on the feedback page would be the best way for you to voice your opinion on the matter. Additionally, telecom operators, such as China Mobile, China Unicom, and China Telecom, have payment plugins for ISVs. You should consult other information and performance tests to assist you in fully evaluating your contemplated purchases, including the performance of that product when combined with other products. China has some unique situations that require game developer to take certain measures when developing and porting their games for this most active and fast growing country, which this article covers. So, as an example, PRC ISV Tencent developed an SDK called Bugly that integrates all Tencent’s applications and games exceptions. Before it can be compiled to x86 native successfully, we had to rewrite parts of the code from ARM to x86. And, no panic - there is nothing you did wrong regardless your game, it's Unity team who did integration, and HTML export module - wrongly.
Now, we are to wait and see, what happens with coming V.5, and promissed Web GL export with it (fingers crossed).

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