Sorry for reply late. I was busy in fixing a bug of our new game these days.
Q: What capabilities of Cocos2d have you ported over, and what is missing?
A: You can build your project to iOS/android/webgl/pc/mac. I’ve no idea how to publish game to xbox or ps , so there is no plan to do that.
Q: Cross-platform aside, what are the advantages/disadvantages of your unity plugin over Cocos2d-ObjC
A: The target of this project to build for platforms with painless. I’ve tried apportal to port our cocos2d-objc project to android, but I can’t find how add iap/ad. The disadvantage is, the performance of unity is not as good as cocos2d-objc and I still not found a way to rewrite draw function of ccsprite.
Q: What advantages/disadvantages are there over using Unity's standard 2d workflow
A: I’ve no idea what’s your workflow.
There is no difference for us:
Q:What would the pitfalls be in porting an existing Cocos2d project using this plugin. (For instance, differences in physics engines, perhaps?)
A:We use the unity original collider physics engines in our work, and there is no requirement for us to port other objc framework to unity now, etc, box2d.
Q:What are your long term plans for maintaining this project. Will it align with (if there is any), future developments in Cocos2d, or will you take a new direction?
Will you be planning to use this framework for all of your work in the future, and how has your workflow benefited from the use of the plugin?
Will you allow others to contribute to the project?
A:Just do yourself. We published the project for share but not for business. We will keep updating the project because our game in the future will all be developed with it.
Finally, sorry for my poor English. Code is much easier than type Enlish ☺