Awesome tom, thanks for the response.

I'm actually interested in Scaleform supporting AS1/2 stuff because I have a couple old games I'd like to port to mobile for the hell of it, but I'm not sure if the cost of the license is gonna be worth it though. I'll probably check out the demo when I have time.

I've been heavy into Unity these days. I've been trying to workout a decent 2d pipeline for Unity, still trying to avoid having to do 3d assets as much as possible!

I wrote a bit of a making-of/tutorial post about how I handled the sprite animation for my Unity port of my Flash game Donut Get! ( http://blog.sokay.net/2012/11/05/2d-...tion-in-unity/ ). This was exporting the raw animations out of Flash using spritesheets, super wasteful but I was aiming to do it as quick and dirty as possible and see if it would even end up working. Turned out it was "good enough!" But if I ever dreamed of doing something with multiple characters, I'd have to be smarter about it.

Searching for solutions I found out about a tool the Japanese social game company GREE released called LWF. It exports Flash animations into a format readable by their Unity plugin. And it's open source too.
( http://forum.unity3d.com/threads/158...nity-and-HTML5 )

From what I can tell, it'll run through the different movieclips on the stage and export each one as an image and save the timing information in a text file. The assets need to be setup in a particular way and I don't believe there's anyway to use keyframe labels or timeline scripting ( but don't quote me on that!)

This is straight from Japanese programmers so it may be hard to figure out how it works. Fortunately they eventually released a Youtube tutorial video: http://www.youtube.com/watch?v=K7awPpMplIk

I'm planning to do some demos with LWF and see if it allows me to make easier use of Flash animation within Unity.