Unity/WebGL/js連携
提供: 初心者エンジニアの簡易メモ
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)
unity6000の時のwebglの表示ロード
<html>
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<style>
<link rel="stylesheet" href="TemplateData/style.css">
</style>
</head>
<body>
<div id="unity-container" class="unity-desktop">
<canvas id="unity-canvas" width=626 height=250 tabindex="-1"></canvas>
<div id="unity-loading-bar">
<div id="unity-progress-bar-empty">
<div id="unity-progress-bar-full"></div>
</div>
</div>
<div id="unity-warning"> </div>
</div>
<script>
var canvas = document.querySelector("#unity-canvas");
function unityShowBanner(msg, type) {
var warningBanner = document.querySelector("#unity-warning");
function updateBannerVisibility() {
warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
}
var div = document.createElement('div');
div.innerHTML = msg;
warningBanner.appendChild(div);
if (type == 'error') div.style = 'background: red; padding: 10px;';
else {
if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
setTimeout(function() {
warningBanner.removeChild(div);
updateBannerVisibility();
}, 5000);
}
updateBannerVisibility();
}
var buildUrl = "Build";
var loaderUrl = buildUrl + "/webgl_test1.loader.js";
var config = {
arguments: [],
dataUrl: buildUrl + "/webgl_test1.data",
frameworkUrl: buildUrl + "/webgl_test1.framework.js",
codeUrl: buildUrl + "/webgl_test1.wasm",
streamingAssetsUrl: "StreamingAssets",
companyName: "DefaultCompany",
productName: "unsiwrite",
productVersion: "1.1.0",
showBanner: unityShowBanner,
};
if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
var meta = document.createElement('meta');
meta.name = 'viewport';
meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
document.getElementsByTagName('head')[0].appendChild(meta);
document.querySelector("#unity-container").className = "unity-mobile";
canvas.className = "unity-mobile";
} else {
canvas.style.width = "626px";
canvas.style.height = "250px";
}
document.querySelector("#unity-loading-bar").style.display = "block";
var script = document.createElement("script");
script.src = loaderUrl;
script.onload = () => {
createUnityInstance(canvas, config, (progress) => {
document.querySelector("#unity-progress-bar-full").style.width = 100 * progress + "%";
}).then((unityInstance) => {
document.querySelector("#unity-loading-bar").style.display = "none";
unityInstance.SendMessage('JsConnectObj', 'SetText', 'HelloJavascript!!!'); // add
}).catch((message) => {
alert(message);
});
};
document.body.appendChild(script);
</script>
</body>
</html>
これで、データをunityが読み込んでくれる。
TemplateData/style.css
#unity-container { position: relative }
#unity-canvas { background: #231F20 }
.unity-mobile #unity-canvas { width: 100%; height: 100% }
#unity-loading-bar { position: absolute; left: 30%; top: 50%; transform: translate(-50%, -50%); display: none }
#unity-logo { width: 154px; height: 130px; background: url('unity-logo-dark.png') no-repeat center }
#unity-progress-bar-empty { width: 141px; height: 18px; margin-top: 10px; margin-left: 6.5px; background: url('progress-bar-empty-dark.png') no-repeat center }
#unity-progress-bar-full { width: 10%; height: 18px; margin-top: 10px; background: url('progress-bar-full-dark.png') }
#unity-footer { position: relative }
.unity-mobile #unity-footer { display: none }
#unity-logo-title-footer { float:left; width: 102px; height: 38px; background: url('unity-logo-title-footer.png') no-repeat center }
#unity-build-title { float: right; margin-right: 10px; line-height: 38px; font-family: arial; font-size: 18px }
#unity-fullscreen-button { cursor:pointer; float: right; width: 38px; height: 38px; background: url('fullscreen-button.png') no-repeat center }
#unity-warning { position: absolute; left: 50%; top: 5%; transform: translate(-50%); background: white; padding: 10px; display: none }
コンテンツかぶりを防ぐためにcssの
#unity-container { position: absolute }
をrelativeにして、ローディングの位置調整で、#unity-loading-barのleftを50%から30%に
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。
