「Unity/WebGL/js連携」の版間の差分
提供: 初心者エンジニアの簡易メモ
(→ブラウザのconsole.logで"Uncaught TypeError: Cannot read property 'apply' of undefined"エラーが出るとき) |
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(同じ利用者による、間の3版が非表示) | |
(相違点なし)
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2023年1月26日 (木) 01:48時点における最新版
目次
サンプル
unity-2020.1.2f1のWebGLで動作確認
- Assets/Plugins/jsconnect.jslib
mergeInto(LibraryManager.library, { Hello: function () { window.alert("Hello, world!"); }, AddNumbers: function (x, y) { return x + y; }, PrintFloatArray: function (array, size) { for(var i = 0; i < size; i++) console.log(HEAPF32[(array >> 2) + i]); }, HelloString: function (str) { window.alert(Pointer_stringify(str)); }, StringReturnValueFunction: function () { var returnStr = "bla"; var bufferSize = lengthBytesUTF8(returnStr) + 1; var buffer = _malloc(bufferSize); stringToUTF8(returnStr, buffer, bufferSize); return buffer; }, BindWebGLTexture: function (texture) { GLctx.bindTexture(GLctx.TEXTURE_2D, GL.textures[texture]); }, });
- Assets/Scripts/JsConnect.cs
using UnityEngine; using UnityEngine.UI; using System.Runtime.InteropServices; public class JsConnect : MonoBehaviour { [DllImport("__Internal")] private static extern void Hello(); [DllImport("__Internal")] private static extern void HelloString(string str); [DllImport("__Internal")] private static extern void PrintFloatArray(float[] array, int size); [DllImport("__Internal")] private static extern int AddNumbers(int x, int y); [DllImport("__Internal")] private static extern string StringReturnValueFunction(); [DllImport("__Internal")] private static extern void BindWebGLTexture(int texture); void Start() { Hello(); int result = AddNumbers(5, 7); Debug.Log(result); float[] myArray = new float[10]; PrintFloatArray(myArray, myArray.Length); HelloString("This is a string."); Debug.Log(StringReturnValueFunction()); var texture = new Texture2D(0, 0, TextureFormat.ARGB32, false); BindWebGLTexture(texture.GetNativeTextureID()); } public Text label; public void SetText(string text) { label.text = text; } }
- GameObjectを作成し、名前をJsConnectObjに変更
- JsConnectのクラスをJsConnectObjにAddComponentで追加
- WebGLでビルド時にHello()のエラーが出るが問題ない。
- WebGLで出力したindex.htmlにSendMessage()を追加
<!DOCTYPE html> <html lang="en-us"> <head> <meta charset="utf-8"> <meta http-equiv="Content-Type" content="text/html; charset=utf-8"> <title>Unity WebGL Player | unsi</title> <link rel="shortcut icon" href="TemplateData/favicon.ico"> <link rel="stylesheet" href="TemplateData/style.css"> </head> <body> <div id="unity-container" class="unity-desktop"> <canvas id="unity-canvas"></canvas> <div id="unity-loading-bar"> <div id="unity-logo"></div> <div id="unity-progress-bar-empty"> <div id="unity-progress-bar-full"></div> </div> </div> <div id="unity-footer"> <div id="unity-webgl-logo"></div> <div id="unity-fullscreen-button"></div> <div id="unity-build-title">unsi</div> </div> </div> <script> var buildUrl = "Build"; var loaderUrl = buildUrl + "/write.loader.js"; var config = { dataUrl: buildUrl + "/write.data.br", frameworkUrl: buildUrl + "/write.framework.js.br", codeUrl: buildUrl + "/write.wasm.br", streamingAssetsUrl: "StreamingAssets", companyName: "DefaultCompany", productName: "unsi", productVersion: "1.0", }; var container = document.querySelector("#unity-container"); var canvas = document.querySelector("#unity-canvas"); var loadingBar = document.querySelector("#unity-loading-bar"); var progressBarFull = document.querySelector("#unity-progress-bar-full"); var fullscreenButton = document.querySelector("#unity-fullscreen-button"); if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) { container.className = "unity-mobile"; config.devicePixelRatio = 1; } else { canvas.style.width = "626px"; canvas.style.height = "500px"; } loadingBar.style.display = "block"; var script = document.createElement("script"); script.src = loaderUrl; script.onload = () => { createUnityInstance(canvas, config, (progress) => { progressBarFull.style.width = 100 * progress + "%"; }).then((unityInstance) => { loadingBar.style.display = "none"; fullscreenButton.onclick = () => { unityInstance.SetFullscreen(1); }; unityInstance.SendMessage('JsConnectObj', 'SetText', 'HelloJavascript!!!'); // add }).catch((message) => { alert(message); }); }; document.body.appendChild(script); </script> </body> </html>
参考:https://note.com/npaka/n/nca1e35a649e3
unity2020以外のとき
上記ではunity2019-2017まで動作しなかった。(unity5未満は未確認) unityInstanceの直下では、unityが起動してないときに、実行されてしまうようで、ボタンなどからクリックすることで呼び出せた。
<script> var unityInstance = UnityLoader.instantiate("unityContainer", "Build/jstest.json", {onProgress: UnityProgress}); </script> <input type="button" value="クリック" onclick="func1()"> <script> var func1 = function () { unityInstance.SendMessage('JsTest', 'SetText', 'This is a text.'); } </script>
unity2020の時のwebglの表示ロード
以下の通りエラーが出る・・
Uncaught ReferenceError: unityFramework is not defined at HTMLScriptElement.r.onload (webgl_unsiread.loader.js:1)
ブラウザのconsole.logで"Uncaught TypeError: Cannot read property 'apply' of undefined"エラーが出るとき
Invoking error handler due to Uncaught TypeError: Cannot read property 'apply' of undefined 20149427-27f7-4cca-ba13-66d3b3d96c55:8 Uncaught TypeError: Cannot read property 'apply' of undefined at 20149427-27f7-4cca-ba13-66d3b3d96c55:8 at Object.ccall (20149427-27f7-4cca-ba13-66d3b3d96c55:8) at Object.SendMessage (20149427-27f7-4cca-ba13-66d3b3d96c55:8) at Object.SendMessage (UnityLoader.js:4) at func1 (645:127) at <anonymous>:1:1
起動前にjsが読み込まれてると思われる。
あとは、
ロード画面を用意して、jsをロードが完了したときに、sceneを移動するなどを、やったほうが良い。