I am attempting to call a unity script from JS but there is no MyGameInstance as seen in the Unity Documentation: https://docs.unity3d.com/Manual/webgl-interactingwithbrowserscripting.html
Here is a slightly modified (removed the footer) version of the html that WebGL produced by Unity’s Run and Build function:
<!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 | communication</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" width=960 height=600></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-warning"> </div>
<input type="checkbox">
</div>
<script>
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 warningBanner = document.querySelector("#unity-warning");
// Shows a temporary message banner/ribbon for a few seconds, or
// a permanent error message on top of the canvas if type=='error'.
// If type=='warning', a yellow highlight color is used.
// Modify or remove this function to customize the visually presented
// way that non-critical warnings and error messages are presented to the
// user.
function unityShowBanner(msg, type) {
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.loader.js";
var config = {
dataUrl: buildUrl + "/webgl.data.br",
frameworkUrl: buildUrl + "/webgl.framework.js.br",
codeUrl: buildUrl + "/webgl.wasm.br",
streamingAssetsUrl: "StreamingAssets",
companyName: "DefaultCompany",
productName: "communication",
productVersion: "1.0",
showBanner: unityShowBanner,
};
// By default Unity keeps WebGL canvas render target size matched with
// the DOM size of the canvas element (scaled by window.devicePixelRatio)
// Set this to false if you want to decouple this synchronization from
// happening inside the engine, and you would instead like to size up
// the canvas DOM size and WebGL render target sizes yourself.
// config.matchWebGLToCanvasSize = false;
if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
container.className = "unity-mobile";
// Avoid draining fillrate performance on mobile devices,
// and default/override low DPI mode on mobile browsers.
config.devicePixelRatio = 1;
unityShowBanner('WebGL builds are not supported on mobile devices.');
} else {
canvas.style.width = "960px";
canvas.style.height = "600px";
}
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";
}).catch((message) => {
alert(message);
});
};
document.body.appendChild(script);
</script>
</body>
</html>
I am trying to call the control function in the following script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class onoff : MonoBehaviour
{
public GameObject square;
public void ctrl(string text) {
if (text == "0") {
square.SetActive(false);
}
if (text == "1") {
square.SetActive(true);
}
}
}
This is the format of the SendMessage comamnd I have been attempting to do: MyGameInstance.SendMessage('Main Camera', 'ctrl', '0');
>Solution :
In the createUnityInstance.then method, under loadingBar.style.display = "none";, you should be able to put the SendMessage call. Be sure to replace MyGameInstance with unityInstance.
createUnityInstance(canvas, config, (progress) => {
progressBarFull.style.width = 100 * progress + "%";
}).then((unityInstance) => {
loadingBar.style.display = "none";
unityInstance.SendMessage('Main Camera', 'ctrl', '0');
})
To continue using unityInstance throughout your code, there are two methods.
- Use
const instance = await createUnityInstance(...);and make the outer function async - Set
instancein.then
Here is the code for the first option:
script.onload = async () => {
const intance = createUnityInstance(canvas, config, (progress) => {
progressBarFull.style.width = 100 * progress + "%";
}).then((unityInstance) => {
loadingBar.style.display = "none";
}).catch((message) => {
alert(message);
});
instance.SendMessage('Main Camera', 'ctrl', '0');
};
Code for the second option:
.then((unityInstance) => {
instance = unityInstance;
})
Note that instance is defined outside .then.