unity-webgl
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4.0.2 • Public • Published

unity-webgl

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unity-webgl provides an easy solution for embedding Unity WebGL builds in your web applications, with two-way communication and interaction between your webApp and Unity application with advanced API's.

🚨 Reminder

v4.x has been updated significantly and the API is not compatible with v3.x and earlier versions. For upgrades, please refer to Changelogs

Based on react-unity-webgl

Features

  • 📦 Easy integration, framework-agnostic
  • 📩 Bidirectional communication between WebApp and Unity
  • ⏰ Comprehensive event handling mechanism
  • 🧲 Built-in Vue components (vue2/3)

Installation

npm

npm install unity-webgl

Browser

<script src="https://cdn.jsdelivr.net/npm/unity-webgl/dist/index.min.js"></script>

Quick Start

🚨 Important:
Communication and interaction with the web application are only possible after the Unity instance is successfully created (when the mounted event is triggered).
Recommended to include a loading progress bar when opening the page.

import UnityWebgl from 'unity-webgl'

const unityContext = new UnityWebgl('#canvas', {
	loaderUrl: 'path/to/unity.loader.js',
	dataUrl: 'path/to/unity.data',
	frameworkUrl: 'path/to/unity.framework.js',
	codeUrl: 'path/to/unity.code',
})

unityContext
	.on('progress', (progress) => console.log('Loaded: ', progress))
	.on('mounted', () => {
		// ⚠️ Unity instance created, ready for communication
		unityContext.sendMessage('GameObject', 'ReceiveRole', 'Tanya')
	})

// For Unity to call
unityContext.addUnityListener('gameStart', (msg) => {
	console.log('from Unity : ', msg)
})
// window.dispatchUnityEvent('gameStart', '{score: 0}')
Vue Demo
<script setup>
	import UnityWebgl from 'unity-webgl'
	import VueUnity from 'unity-webgl/vue'

	const unityContext = new UnityWebgl({
		loaderUrl: 'path/to/unity.loader.js',
		dataUrl: 'path/to/unity.data',
		frameworkUrl: 'path/to/unity.framework.js',
		codeUrl: 'path/to/unity.code',
	})

	unityContext.addUnityListener('gameStart', (msg) => {
		console.log('from Unity : ', msg)
	})
</script>

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

API

Constructor

new UnityWebgl(canvas: HTMLCanvasElement | string, config?:UnityConfig)

// or

const unityContext = new UnityWebgl(config: UnityConfig)
unityContext.create(canvas: HTMLCanvasElement | string)
  • canvas : Render Unity canvas elements or selectors.
  • config : Initializes the Unity application's configuration items.

config

Initializes the Unity application's configuration items.

Property Type Description Required
loaderUrl string Unity resource loader file
dataUrl string File containing resource data and scenes
frameworkUrl string File with runtime and plugin code
codeUrl string WebAssembly binary file with native code
streamingAssetsUrl string URL for streaming resources Optional
memoryUrl string URL for generated framework files Optional
symbolsUrl string URL for generated Unity code files Optional
companyName string Metadata: Company name Optional
productName string Metadata: Product name Optional
productVersion string Metadata: Product version Optional
devicePixelRatio number Canvas device pixel ratio. @seedevicePixelRatio Optional
matchWebGLToCanvasSize boolean Disable automatic WebGL canvas size sync. @seematchWebGLToCanvasSize Optional
webglContextAttributes object WebGL rendering context options. @seeWebGLRenderingContext Optional

Methods

Instance methods :

⭐️ create(canvas: HTMLCanvasElement | string): void;

Create a Unity WebGL instance on the specified canvas.

  • canvas : canvas element
await unityContext.create('#canvas')

⭐️ unload(): Promise<void>;

Unload the Unity WebGL instance.

await unityContext.unload()

⭐️ sendMessage(objectName: string, methodName: string, value?: any): this;

Send a message to invoke a public method in the Unity scene.

  • objectName: Object Name in Unity Scene
  • methodName: Unity script method name
  • value: Passed value
unityContext.sendMessage('GameObject', 'gameStart', { role: 'Tanya' })

requestPointerLock(): void;

Request pointer lock on the Unity canvas.

takeScreenshot(dataType?: string, quality?: any): string | undefined;

Capture a screenshot of the Unity canvas.

  • dataType: Type of image data
  • quality: Image quality
const screenshot = unityContext.takeScreenshot('image/jpeg', 0.92)

setFullscreen(enabled: boolean): void;

Toggle fullscreen mode.

unityContext.setFullscreen(true)

Event methods :

on(name: string, listener: EventListener, options?: { once?: boolean }): this;

Register for listening events.

unityContext.on('progress', (progress) => {
	console.log('Progress:', progress)
})

off(name: string, listener?: EventListener): this;

Remove event listener.

unityContext.off('progress', listener)

Unity Communication methods :

addUnityListener(name: string, listener: EventListener, options?: { once?: boolean }): this;

Register a specific listener for Unity to call.

unityContext.addUnityListener('GameStarted', (level) => {
	console.log('Game started at level:', level)
})

// then call it in Unity
window.dispatchUnityEvent('GameStarted', 3)

removeUnityListener(name: string, listener?: EventListener): this;

Remove registered listeners.

unityContext.removeUnityListener('GameStarted', listener)

window.dispatchUnityEvent(name: string, ...args: any[])

The way to dispatch a registered listener on the Unity side. (Calling JS methods in unity)

window.dispatchUnityEvent('GameStarted', 3)

Events

Event Name Description
beforeMount Triggered before Unity instance creation
mounted Triggered after Unity instance creation
beforeUnmount Triggered before Unity instance unload
unmounted Triggered after Unity instance unload
progress Unity resource loading progress
error Error events
debug Debug messages from Unity

Unity-JavaScript Communication

1. Call Unity script functions from JavaScript

const unityContext = new UnityWebgl()

/**
 * @param {string} objectName Name of an object in your scene.
 * @param {string} methodName Public method name.
 * @param {any} value Passed value.
 */
unityContext.sendMessage('GameObject', 'StartGame', { role: 'Tanya' })

2. Call JavaScript functions from Unity scripts

  1. First register the listener for Unity to call via addUnityListener on the web side.
unityContext.addUnityListener('gameStart', (level) => {
	console.log('Game started at level:', level)
})
  1. Add the registered gameStart method to your Unity project.
// javascript_extend.jslib
mergeInto(LibraryManager.library, {
	Hello: function () {
		window.alert('Hello, world!')
	},

	GameStart: function (level) {
		//window.alert(UTF8ToString(str));
		window.dispatchUnityEvent('gameStart', UTF8ToString(level))
	},
})
  1. Call these functions in unity's C# scripts:
using UnityEngine;
using System.Runtime.InteropServices;

public class WebGLPluginJS : MonoBehaviour
{
    [DllImport("__Internal")]
    public static extern void Hello();

    [DllImport("__Internal")]
    public static extern void GameStart(string level);

    void Start()
    {
        Hello();
        GameStart("2");
    }
}

Issues

Contributing

Contributions are welcome! Please submit a Pull Request.

License

Apache-2.0 License

Support

For issues or questions, please file an issue on the GitHub repository.

Package Sidebar

Install

npm i unity-webgl

Weekly Downloads

958

Version

4.0.2

License

Apache-2.0

Unpacked Size

95.3 kB

Total Files

13

Last publish

Collaborators

  • mengqing723