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。