Skip to content

Latest commit

 

History

History
437 lines (329 loc) · 13.2 KB

README.md

File metadata and controls

437 lines (329 loc) · 13.2 KB

unity-webgl

version downloads size languages license

[ English | 中文 ]

UnityWebGL.js provides an easy solution for embedding Unity WebGL builds in your webApp or Vue.js project, with two-way communication and interaction between your webApp and Unity application with advanced API's.

based on react-unity-webgl

Features

  • 📦 No framework restrictions, support any web project.
  • 📬 two-way communication and interaction (webApp & Unity).
  • 💌 Built-in event-listening mechanism.
  • 🧲 On-demand import vue component. (Supports [email protected] & [email protected])

Install

npm

npm install unity-webgl

browser

https://cdn.jsdelivr.net/npm/unity-webgl/dist/index.global.js

# vue component
https://cdn.jsdelivr.net/npm/unity-webgl/vue/index.global.js

Usage

🚨 Reminder:
You can only communicate and interact with the web application once the Unity instance has been successfully created (i.e. the mounted event is triggered).
It is recommended to add a loading when opening a page, wait for Unity resources to finish loading and close it.

html

html demo
<canvas id="canvas" style="width: 100%; height: 100%"></canvas>

<button onclick="postMessage()">postMessage</button>
<button onclick="onFullscreen()">Fullscreen</button>
<button onclick="onUnload()">Unload</button>
<button onclick="onReload()">Reload</button>

<script>
var unityContext = new UnityWebgl('#canvas', {
  loaderUrl: '/Build/unity.loader.js',
  dataUrl: "/Build/unity.data",
  frameworkUrl: "/Build/unity.framework.js",
  codeUrl: "/Build/unity.wasm",
  streamingAssetsUrl: "StreamingAssets",
  companyName: "DefaultCompany",
  productName: "Unity",
  productVersion: "0.1",
})

unityContext
  .on('progress', (progress) => console.log('Loaded: ', progress))
  .on('mounted', () => {
  	// ⚠️ Resources are loaded and ready to communicate with unity
  	unityContext.send('mainScene', 'init', {})
    console.log('Unity Instance created.')
  })
  .on('unmounted', () => console.log('Unity Instance unmounted.'))

function postMessage() {
  unityContext.send('objectName', 'methodName', {
    id: 'B0001',
    name: 'Building#1',
    location: [150, 75]
  })
}

function onUnload() {
  unityContext.unload()
}

function onReload() {
  unityContext.reload({
    loaderUrl: '/Build2/unity.loader.js',
    dataUrl: "/Build2/unity.data",
    frameworkUrl: "/Build2/unity.framework.js",
    codeUrl: "/Build2/unity.wasm",
  })
}

function onFullscreen() {
  unityContext.setFullscreen(true)
}
</script>

You can also:

var unityContext = new UnityWebgl({
  loaderUrl: '/Build/unity.loader.js',
  dataUrl: "/Build/unity.data",
  frameworkUrl: "/Build/unity.framework.js",
  codeUrl: "/Build/unity.wasm"
})

unityContext.create(document.querySelector('#canvas'))

Vue

Vue demo
<script setup>
import UnityWebgl from 'unity-webgl';
import VueUnity from 'unity-webgl/vue'

const unityContext = new UnityWebgl({
  loaderUrl: '/Build/OUT_BIM.loader.js',
  dataUrl: "/Build/OUT_BIM.data",
  frameworkUrl: "/Build/OUT_BIM.framework.js",
  codeUrl: "/Build/OUT_BIM.wasm",
})

unityContext.on('device', () => alert('click device ...'))
</script>

<template>
  <VueUnity :unity="unityContext" width="800" height="600" />
</template>

API

unityContext = new UnityWebgl(
  canvas: HTMLCanvasElement | string,
  config: IUnityConfig,
  bridge?: string
)

Or

// 1. Initialize UnityWebgl
unityContext = new UnityWebgl(
  config: IUnityConfig,
  bridge?: string
)

// 2. Create unity instance and render on canvas
unityContext.create(canvas: HTMLCanvasElement | string)

canvas

Rendering Unity's canvas elements

  • type : string | HTMLCanvasElement

bridge

The name of the bridge to communicate with Unity. It mounts on window and is used to collect registered methods for Unity to call.

  • type : string
  • default : __UnityLib__

config

Initializes the configuration of the Unity application.

The configuration must contain the four most basic properties loaderUrl, dataUrl, frameworkUrl, codeUrl, which are the resource files needed to initialize the Unity application.

Property Type Description
loaderUrl ⭐️ string The url to the build json file generated by Unity
dataUrl ⭐️ string The url to the build data file generated by Unity
frameworkUrl ⭐️ string The url to the framework file generated by Unity
codeUrl ⭐️ string The url to the unity code file generated by Unity
streamingAssetsUrl string The url where the streaming assets can be found
memoryUrl string External memory file
symbolsUrl string Providing debugging symbols
companyName string The applications company name
productName string The applications product name
productVersion string The applications product version
devicePixelRatio number Uncomment this to override low DPI rendering on high DPI displays. see MDN@devicePixelRatio
matchWebGLToCanvasSize boolean Uncomment this to separately control WebGL canvas render size and DOM element size. see unity3d@matchWebGLToCanvasSize
webglContextAttributes object This object allow you to configure WebGLRenderingContext creation options. see MDN@WebGLRenderingContext

Methods

UnityWebgl Instance Methods

create(canvasElement: HTMLCanvasElement | string): void

Create Unity instances and render them on the canvas.

  • canvasElement : canvas canvas elements

unload(): Promise<void>

Quits the Unity instance and clears it from memory so that Unmount from the DOM.

The unmounted event will be triggered after the operation is completed.

reload(config): void

Reload Unity resources and rebuild the Unity application instance.

  • config: The configuration of Unity application, @see

send(objectName: string, methodName: string, params?: any)

⭐️ Sends a message to the UnityInstance to invoke a public method.

  • objectName: Where objectName is the name of an object in your scene.
  • methodName: methodName is the name of a C-Sharp method in the script, currently attached to that object.
  • params: Parameters can be any type of value or not defined at all.

on(eventName: string, eventListener: Function)

⭐️ Register an event or method to listen for the trigger event or for the Unity script to call.

setFullscreen(enabled: boolean): void

Enables or disabled the fullscreen mode of the UnityInstance.

requestPointerLock(): void

Allows you to asynchronously request that the mouse pointer be locked to the Canvas element of your Unity application.

takeScreenshot(dataType: 'image/png' | 'image/jpeg' | 'image/webp', quality?: number)

Takes a screenshot of the canvas and returns a data URL containing image data.

  • dataType: the type of the image data
  • quality: the quality of the image

once(eventName: string, eventListener: Function)

The registration event is executed only once

off(eventName: string)

Cancel listening event

emit(eventName: string)

Trigger listening event

clear()

Clear listening event

Events

Events triggered by a Unity instance from creation to destruction.

beforeMount

Before Unity resources start loading. (The Unity instance has not been created yet.)

unityContext.on('beforeMount', (unityContext) => {})

progress

Unity resource loading. (Show loading progress)

unityContext.on('progress', (number) => {})

mounted

The Unity instance is successfully created and rendered. (At this point the webApp and Unity can communicate with each other)

unityContext.on('mounted', (unityContext) => {})

beforeUnmount

Before the Unity instance exits.

unityContext.on('beforeUnmount', (unityContext) => {})

unmounted

The Unity instance has been exited and cleared from memory.

unityContext.on('unmounted', () => {})

reload

The Unity instance starts to reload.

unityContext.on('reload', (unityContext) => {})

error

Error messages caught by Unity instances during creation.

unityContext.on('error', (error) => {})

Vue component

Vue components, compatible with vue2.x and vue3.x.

props

  • unity : UnityWebgl instance.
  • width : canvas element width, default: 100%
  • height : canvas element height, default: 100%
  • tabindex : Set the Canvas element tabindex.

Communication

Calling JavaScript functions from Unity scripts

1, First, you should register a showDialog method, which be bind to the __UnityLib__ global object by default.

// # in webApp

const unityContext = new UnityWebgl()
// Register functions
unityContext.on('showDialog', (data) => {
  console.log(data)
  $('#dialog').show()
})

// you also can call function.
unityContext.emit('showDialog', data)

2, In the Unity project, add the registered showDialog method to the project, and then call those functions directly from your script code. To do so, place files with JavaScript code using the .jslib extension under a “Plugins” subfolder in your Assets folder. The plugin file needs to have a syntax like this:

// javascript_extend.jslib

mergeInto(LibraryManager.library, {
  // this is you code
  showDialog: function (str) {
    // var data = Pointer_stringify(str);
    var data = UTF8ToString(str);  // In Unity 2021.2 onwards
    // '__UnityLib__' is a global function collection.
    __UnityLib__.showDialog(data);
  },
  
  Hello: function () {
    window.alert("Hello, world!");
  }
});

Then you can call these functions from your C# scripts like this:

using UnityEngine;
using System.Runtime.InteropServices;

public class NewBehaviourScript : MonoBehaviour {

  [DllImport("__Internal")]
  private static extern void Hello();

  [DllImport("__Internal")]
  private static extern void showDialog(string str);

  void Start() {
    Hello();
    
    showDialog("This is a string.");
  }
}

Calling Unity scripts functions from JavaScript

const Unity = new UnityWebgl()

/**
 * Sends a message to the UnityInstance to invoke a public method.
 * @param {string} objectName Unity scene name.
 * @param {string} methodName public method name.
 * @param {any} params an optional method parameter.
 */
Unity.send(objectName, methodName, params)

// e.g. Initialize Building#001 data
Unity.send('mainScene', 'init', {
  id: 'b001',
  name: 'building#001',
  length: 95,
  width: 27,
  height: 120
})

ChangeLog

v3.5.0

🚀 Features

  • feat: Add reload method and event.
  • perf: Optimize the create and unload methods.

v3.4.0

🚀 Features

  • feat: Add configuration and changes to the global object bridge.
  • feat: Unify events from creation to destruction of Unity applications.
    • Adds beforeMount, mounted, beforeUnmount, unmounted events;
    • Remove created, destroyed events.
  • perf: Simplify the built-in event listener.
  • perf: Optimize built-in vue components.
  • perf: update typescript types.
  • perf: Unified error message alert.
  • docs: Optimize the use of documentation.

🐞 Bug Fixes

  • fix: Repair SPA unload error

v3.0.0

🚀 Features

  • feat: Rewrite in Typescript
  • feat: Vue components are compatible with vue2.x and vue3.x
  • perf: Introducing vue components on demand

🐞 Bug Fixes

  • fix: Fix createUnityInstance multiple times
  • fix: Fix vue component width/height size problem

v2.x

v1.x