When building content for the web, you might need to communicate with other elements on your web page. Or you might want to implement functionality using Web APIs which Unity doesn’t expose by default. In both cases, you need to directly interface with the browser’s JavaScript engine. Unity Web provides different methods to do this.
The recommended way of using browser JavaScript in your project is to add your JavaScript sources to your project, and then call those functions directly from your script code. To do so, place files with JavaScript code using the .jslib
extension in the Assets folder > Plugins sub-folder. The plug-in file needs to have a syntax like this:
mergeInto(LibraryManager.library, {
Hello: function () {
window.alert("Hello, world!");
},
HelloString: function (str) {
window.alert(UTF8ToString(str));
},
PrintFloatArray: function (array, size) {
for(var i = 0; i < size; i++)
console.log(HEAPF32[(array >> 2) + i]);
},
AddNumbers: function (x, y) {
return x + y;
},
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]);
},
});
Then, you can call these functions from your C# scripts as follows:
using UnityEngine;
using System.Runtime.InteropServices;
public class NewBehaviourScript : 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();
HelloString("This is a string.");
float[] myArray = new float[10];
PrintFloatArray(myArray, myArray.Length);
int result = AddNumbers(5, 7);
Debug.Log(result);
Debug.Log(StringReturnValueFunction());
var texture = new Texture2D(1, 1, TextureFormat.ARGB32, false);
BindWebGLTexture(texture.GetNativeTexturePtr());
}
}
More Details:
UTF8ToString
ヘルパー関数を使用して JavaScript 文字列に変換できます。_malloc
を呼び出してメモリを割り当て、stringToUTF8
ヘルパー関数を呼び出して、JavaScript 文字列を書き込みます。文字列が戻り値の場合は、IL2CPP ランタイムは自動的にメモリを解放します。emscripten
は、メモリのさまざまなサイズの整数、符号なし整数、浮動小数点数に対して、次のようなさまざまな ArrayBufferView
をヒープに提供します。heap8、heapu8、heap16、heapu16、heap32、heapu32、heapf32、heapf64。GL.textures
array which maps native texture IDs from Unity to WebGL texture objects. You can call WebGL functions on Emscripten’s WebGL context, GLctx
.For more information on how to interact with JavaScript, refer to the Emscripten documentation.
There are several plug-ins in the Unity installation folder that you can use as reference: PlaybackEngines/WebGLSupport/BuildTools/lib
and PlaybackEngines/WebGLSupport/BuildTools/Emscripten/src/library*
.
The recommended approach is to execute all the build code in its own scope. This lets you embed your content on an arbitrary page without causing conflicts with the embedding page code, and lets you embed more than one build on the same page.
If you have all your JavaScript code in the form of .jslib plug-ins inside your project, then this JavaScript code will run inside the same scope as the compiled build and your code should work the same way as in previous versions of Unity. For example, the following objects and functions should be directly visible from the JavaScript plugin code: Module, SendMessage, HEAP8, ccall etc..
However, if you are planning to call the internal JavaScript functions from the global scope of the embedding page, you must use the unityInstance
variable in your Web template index.html
. Do this after the Unity engine instantiation succeeds, for example:
var myGameInstance = null;
script.onload = () => {
createUnityInstance(canvas, config, (progress) => { /*...*/ }).then((unityInstance) => {
myGameInstance = unityInstance;
…
Then, you can send a message to the build using myGameInstance.SendMessage()
, or access the build module object using myGameInstance.Module
.
The recommended way of sending data or notification to the Unity script from the browser’s JavaScript is to call methods on GameObjects in your content. If you are making the call from a JavaScript plug-in, embedded in your project, you can use the following code:
MyGameInstance.SendMessage(objectName, methodName, value);
Where objectName
is the name of an object in your scene; methodName
is the name of a method in the script, currently attached to that object; value
can be a string, a number, or can be empty. For example:
MyGameInstance.SendMessage('MyGameObject', 'MyFunction');
MyGameInstance.SendMessage('MyGameObject', 'MyFunction', 5);
MyGameInstance.SendMessage('MyGameObject', 'MyFunction', 'MyString');
To make a call from the global scope of the embedding page, refer to the Code Visibility section.
Unity compiles your sources into JavaScript from C/C++ code using Emscripten, so you can also write plug-ins in C/C++ code, and call these functions from C#. Therefore, instead of the .jslib
file in the above example, use a C/C++ file in your project, which can be automatically compiled with your scripts, and you can call functions from it.
If you are using C++ (.cpp) to implement the plug-in, then you must declare the functions with C linkage to avoid name mangling issues:
# include <stdio.h>
extern "C" void Hello ()
{
printf("Hello, world!\n");
}
extern "C" int AddNumbers (int x, int y)
{
return x + y;
}
ノート: Unity は Emscripten バージョン 2.0.19 ツールチェーンを使用しています。