What Problem does the Export2Canvas Plugin solve?

FINALLY, you can build and deploy your games for

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Unity Games Now Run in MOBILE BROWSERS!!

Unity Engine API

Our Export2Canvas Technology Suite compiles the game in HTML5 so your game can run in a mobile browser! The Export2Canvas Technology Suite is a custom HTML5 Engine that leverages the Unity Editor and delivers the full 2D functionality of the Unity Engine (e.g., particle system, animations, asset bundles, c# scripting, UnityEngine UI, DLLs, etc.)

New Build Target

That is, the Export2Canvas Technology Suite includes both an engine and the exporter. This is how the tech is structured “under the hood.” However, your Unity Engine user only sees an Editor Extension - a new Build Target.

Same Workflow

As such, you use the Unity Engine exactly as you always have to make the game UNTIL you get ready to compile the game. Press “Build for HTML5 2D Canvas” in the Unity Editor, and the Export2Canvas Technology Suite takes care of the rest! Export2Canvas compiles all your game data, code, C# scripts etc. into javascript so that the game can run in mobile and desktop browsers!

You Can Now Build Games For Facebook

Our Export2Canvas Technology Suite does this!

Our Export2Canvas Technology Suite exports your Unity game assets to HTML5 2D Canvas, which makes deploying games to messenger apps like FB Instant Games a perfect use case.

1 Billion

users on Messenger

Export your Unity game assets to HTML5 2D Canvas, which makes deploying games to messenger apps like FB Instant Games a perfect use case.
5 minutes

for a New Game

Build your new 2D game using the Unity Editor and our Export2Canvas exporter provides an alternative build target alongside the Unity Editor Build Menu. Simply click on HTML5 2D Canvas and our Export2Canvas exporter does the hard work of converting your game data, C# scripts, etc. to javascript.
Build time is actually less than 30 seconds, but 5 minutes sounds cool :-)
10 days

to Export a Current Unity Game

Best use case for Export2Canvas is to build a totally new game, recognizing the restrictions that the HTML5 2D Canvas imposes like no shaders, 3D meshes, etc. However, Export2Canvas can speed up significantly the porting of a current 2D Unity game to HTML5 2D Canvas. Be prepared to substitute a slightly different “code path” for shaders, 3D meshes, etc.

Mission: Customize Unity Games for RMG

THE PROBLEM?

Gambling Restriction in App Stores

Following nearly 24 months of conception, design and code development, RelEX is prepared to deliver a long-awaited solution to the fundamental challenge that gambling companies face – the nearly global restriction on gambling content by the app stores.

Due to this bar to gambling games in most jurisdictions worldwide, the gambling industry had to adopt games being coded in HTML5. Unfortunately, making games in plain HTML5/JavaScript is very difficult versus the smooth development pipeline and tool chain that the Unity engine provides. Until now, the C♯ scripts used by the Unity Engine could not be converted to JavaScript to run in a mobile browser.

PROBLEM SOLVED!

FINALLY you can build your 2D slot game with the Unity Engine and deploy to HTML5!

Our Export2Canvas Technology Suite compiles the game in HTML5 so your game can run in a mobile browser! The Export2Canvas Technology Suite is a custom HTML5 Engine that leverages the Unity Editor and delivers the full 2D functionality of the Unity Engine (e.g., particle system, animations, asset bundles, c# scripting, UnityEngine UI, DLLs, etc.)

That is, the Export2Canvas Technology Suite includes both an engine and the exporter. This is how the tech is structured “under the hood.” However, your Unity user only sees an Editor Extension - a new Build Target.

As such, you use the Unity Engine exactly as you always have to make the game UNTIL you get ready to compile the game. Press “Build for HTML5 2D Canvas” in the Unity Editor, and the Export2Canvas Technology Suite takes care of the rest! Export2Canvas compiles all your game data, code, C# scripts etc. into javascript so that the game can run in mobile and desktop browsers!

“Export2Canvas for FLASH DEVELOPERS”
FLASH IS DEAD!! What’s your Gameplan? Wait until 2020 to decide? We think we have the answer to Start your Migration NOW: “Export2Canvas for FLASH DEVELOPERS.”
Stating perhaps the obvious - HTML5 is the way forward. But as you transition your development away from Flash, do you still want to have a GREAT EDITOR? Does WORKFLOW still matter? There are a ton of open source HTML5 Engines out there but NONE leverage the UNITY EDITOR.
Export2Canvas leverages Unity’s Worldclass Editor. Moreover, the Export2Canvas Technology Suite includes a cross platform and feature-rich HTML5 Engine that delivers the full 2D functionality of the Unity Engine (e.g., particle system, animations, asset bundles, c# scripting, UnityEngine UI, DLLs, et al.) in addition to the Export2Canvas Exporter.
To be clear, the Export2Canvas HTML5 Engine has the exact same API as the Unity Engine. So you use the tool the same way you would the Unity Engine and the only workflow change occurs at the build process. That’s when Export2Canvas really shines! Export2Canvas compiles all your game data, code, C# scripts etc. into javascript so that the game can run in mobile and desktop browsers!
Similar to the Value Proposition for Real Money Gambling, the Export2Canvas Technology Suite offers a unique opportunity to once and for all get off of FLASHi! Export2Canvas is the missing link to making the Unity Engine an attractive cross platform solution for current developers with significant business on Facebook Canvas. That is, with our ability to deploy effortlessly to desktop browsers, we make the Unity Engine a realistic option as a SUBSTITUTE FOR FLASH! With Export2Canvas, you get the artist and developer friendly rapid game development pipeline that the Unity Engine provides with the ability to now reach a heretofore unattainable target for Unity: mobile browsers. More importantly for Flash Developers, once your game runs on a mobile browser, the game runs beautifully on older and more modern desktop browser.
Comparison to WebGL
Why Export2Canvas is better
Esqueleto Explosivo
Export2Canvas
WebGL
Empty Project
Export2Canvas
WebGL
Minified Javascript Overhead
✔ Reflection
✖ Reflection
Overhead from .NET Framework
392 KB
392 KB
Overhead from UnityEngine
679 KB
372 KB
Try demo and see pricing
Our Export2Canvas Technology Suite exports your Unity game assets to HTML5 2D Canvas, which now makes it possible to deploy games to messenger apps like FB Instant Games.
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INDIE/Small Studio
US$2,000/seat/year & 5% REV Share

For Indie developers and small studios

Contact us
ENTERPRISE
Revenue/funding > US$3MM

For bigger teams we have a custom offering

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Frequently asked questions
01
How does the product work?
The product is a Unity extension, which is installed alongside your standard Unity Engine installation. It adds an additional menu to the Unity Engine with the text "Export2Canvas". When you open the menu you can go to "Settings" or directly "Build". Building gathers all your game data across all prefabs, scenes and some project settings and serializes them to a binary file. All C♯ code gets transpiled to JavaScript. All of that gets put together in a folder, alongside your audio and image files and some additional JavaScript files provided by us, which serve as implementations of UnityEngine and mscorlib.
02
How is it constructed?
It's a Visual Studio solution with multiple C♯/JavaScript projects and some additional tools. One part is our implementation of UnityEngine's functionality. One part is the extension itself. One part is what we call the UnityPlayer, which is responsible for the initial load of the game.
03
What does the Editor Extension request?
Unity version 5.4+
May request administrator access on your machine to install it.
A valid Unity project that compiles and runs within Unity.
A few settings to be manually entered before the first build.
04
What is the input?
A valid Unity project and a few settings. For more details look into the answer of the next question.
05
What is the workflow?
in steps:
  1. You create a Unity project or take an existing one.
  2. You create the folders you want, the scenes you want, the game objects you want. You import textures and audio files that you want. You write the code you want in C♯.
  3. You try out your game within the Unity Engine to see it's working properly.
  4. When you feel like trying out your game in the browser, instead of going to the regular build menu, you go to the Export2Canvas menu.
  5. You enter a bunch of easy configurations there like "default resolution", "project name", "limit fps yes/no", "output directory", etc and then you press Build.
  6. You watch and wait for the progress bar to fill up.
  7. If there are errors afterwards, there are three possible ways to continue:
  8. - Review and modify your code, because it is trying to use something unsupported (like MeshRenderer).
  9. - Contact us and tell us that there is this feature you love and believe should be supported, but it's not and we should definitely add it.
  10. - Contact us and tell us we have a bug and we will try to fix it as soon as possible.
  11. If there were no errors, you open the output directory in your browser on localhost (assuming you have a working HTTP server on localhost, if not - install one or transfer all the output to a sandbox HTTP server that you have access to).
  12. You observe that your game loads and check to see if everything is working as it would inside of Unity.
  13. If it's not - you contact us immediately to complain and explain to us the case, so we can figure it out as soon as possible and deliver a fix.
  14. If you want, you can also review the output JavaScript and debug it within the browser as it would be human readable.
  15. Repeat from step #2 until satisfaction is achieved.
  16. Finally build your project in Release mode, instead of Debug mode.
  17. Observe that everything is still OK and the output size is smaller.
  18. Upload the output on a live server and shoot us an email that we are awesome ;)
06
What are the contents of a project?
The contents of a project are just like any other Unity projects: scenes, prefabs, gameobjects, C♯ scripts, etc. You just have to keep in mind that you are limited to 2D stuff.
07
What happens when you take a Unity project and hit export?
You get a progress bar and eventually most likely get a list of errors about unsupported things that you need to change or maybe even discuss with us as some might be implementable. Eventually as you clean up the errors, the progress bar reaches the end and you are done.
08
What’s in the folder?
The output folder contains images (atlases), audio files, text files, JavaScript files and a data file that need to be loaded. The data file contains all of the game's data like prefabs, scenes, gameobjects, components, etc. serialized in a very constricted binary format, which we read and deserialize when the game begins. The script files would be: mscorlib.jb, UnityEngine.js, and Main.js which is all of your C♯ code transpiled to JavaScript and put in a single .js file. Other than that there may be one .css file and an .html file.
09
How do you use Unity in a container?
You could just change the .html file inside of the WebPlayerTemplates folder to be the one of the webpage on which you want to deploy your game and the game will create it's own canvas in the designated element and stay within that. Or alternatively if you want to make sure things are separated completely you could just make the output .html file have nothing in it other than an empty div to contain the game's canvas element and then use an iframe to insert that anywhere you want.
About us
Launched late 2014, RelEx Studio was established with the specific goal of creating Custom Solutions for the Gambling Industry. We have since expanded our focus to support any HTML5 game platforms such as messenger applications. The RelEx Studio's team brings 10+ years of experience in the gambling industry and over 25 years in software development.
Ngozi Watts, Esq.

Mr. Watts is a Seasoned Attorney and Business Strategist with a track record of not only advising and structuring M&A transactions and Strategic Partnerships for Fortune 500 companies but also in building start-up companies. He has a proven ability to identify, hire and motivate exceptional talent. He also has deep skills in finance, business development, law, product management, and marketing. Particular domain expertise in the Global Gambling Industry from Online and Mobile to Land-based. Specialties: Middleware Software, Partnerships, M&A, Product Management, Corporate Strategy, Complex Negotiations, Financial Modelling, and Product Marketing.

Mr. Watts recently founded Relex Studios and, following 3 years product development, launched Export2Canvas, a software solution that converts Unity 2D games to HTML5 enabling the games to run in a mobile browser and on older desktop browsers like IE9.

Most recently, he spent 7 years building Unity’s Global Gambling division. Prior to that, his work experience included: Corporate Attorney for Duracell Batteries and Abbott Labs; Mergers and Acquisitions Banker for Banc of America Securities; and Strategic Business Development for Scientific Games and Hospira.

Mr. Watts holds Engineering and Law Degrees from Northwestern University (Chicago, USA); and an MBA in Finance from the Ross School of Business at the University of Michigan in (Ann Arbor, USA).

Vladimir Angelov

Mr. Angelov is the Solutions Architect, Team Lead and still often writes code for the more difficult features we implement or problems that arise. His World Class skills in Computer Programming are entirely self-taught and even created his own object-oriented programming language at age 15. About 5 years ago, Mr. Angelov entered a global coding competition that Google sponsored, which culminated in an onsite in Mountain View, CA USA.

Mr. Angelov was a Grand-Prize Winner at Google Code-In 2013. Mr.Angelov is also Co-Founder of a successful EU-based Software Development Company.