On the Embedded Linux player, Unity uses SDL2 to handle keyboard, mouse, and controller input to interact with the Player window. Depending on the graphics API used, it requires SDL to dynamically load libEGL
and libGLESv2
for OpenGL ES, or libvulkan
for Vulkan from the user space.
Although this setup assumes that you’re using Weston (the reference Wayland server), you can use the same setup with slight modifications for another compositor.
This assumes that you have a Wayland compositor (Weston) running, which exports the Wayland socket in the directory that the environment variable XDG_RUNTIME_DIR
is linked to.
To deploy your project on desktop shell:
XDG_RUNTIME_DIR
is set to the correct directory. If not, then run export XDG_RUNTIME_DIR=<dir>
with the correct directory (/run/user/1000/
is the default for a Weston installation).You can deploy your project using IVI-shell extension, which is an alternative shell extension for Weston.
Set up IVI Surface IDs that the Unity Player needs to use with the environment variable UNITY_IVI_SURFACE_IDS
. If this isn’t set, the Unity Player uses ID 4711
and upwards for the newly created surfaces (for example, Unity Display 1 will use 4711, Unity Display 2 will use 4712 etc.).
Note: The environment variable expects a comma-separated list of IDs. For example, export UNITY_IVI_SURFACE_IDS=100,200,300 uses ID
100
for Unity Display 1, 200
for Unity Display 2, etc..
If you’re only using a single display output, a single ID is sufficient. For example, export UNITY_IVI_SURFACE_IDS=100
.
Verify that the environment variable XDG_RUNTIME_DIR
is set to the correct directory. If this isn’t set, run export XDG_RUNTIME_DIR=<dir>
with the correct directory (/run/user/1000/
is the default for a Weston installation).
Run the Unity Player.
Use the following steps to set up an IVI surface for Unity (example, weston
to fullscreen map
surface).
Create IVI Layer.
LayerManagerControl create layer 0 <display-width> <display-height>
Add Layer on Screen.
LayerManagerControl set screen 0 render order 0
Add Unity Player Surface on Layer.
LayerManagerControl set layer 0 render order <surface-id>
Add Surface Source Region.
LayerManagerControl set surface <surface-id> source region 0 0 <display-width> <display-height>
Add Surface Destination Region.
LayerManagerControl set surface <surface-id> destination region 0 0 <display-width> <display-height>
Add Layer Visibility.
LayerManagerControl set layer 0 visibility 1
Add Surface Visibility.
LayerManagerControl set surface <surface-id> visibility 1
Unity Player appears on screen.
By default, Unity creates surfaces of the same size as the physical displays. If you want to use surfaces other than physical displays, such as rendering multiple surfaces to one screen, use UNITY_IVI_EXPORT_DISPLAYS
as the environment variable.
For example, with the setting export
UNITY_IVI_EXPORT_DISPLAYS=1024x768@60,1920x1080@60
Unity uses a surface size of 1024x768 for Unity Display 1, and a surface size of 1920x1080 for Unity Display 2.
You can omit @60
and use export UNITY_IVI_EXPORT_DISPLAYS=1024x768,1920x1080
because @60
is automatically assumed.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.