Created
February 2, 2022 22:55
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hacky way to use javascript to control Unity WebGL
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<!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 | browserData2D</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> | |
<div id="RED" style="cursor:pointer; border:solid 1px black;width:200px;height:30px;margin:auto;text-align: center;">RED</div> | |
<div id="GREEN" style="cursor:pointer; border:solid 1px black;width:200px;height:30px;margin:auto;text-align: center;">GREEN</div> | |
<div id="unity-footer"> | |
<div id="unity-webgl-logo"></div> | |
<div id="unity-fullscreen-button"></div> | |
<div id="unity-build-title">browserData2D</div> | |
</div> | |
</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 fullscreenButton = document.querySelector("#unity-fullscreen-button"); | |
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 + "/Public.loader.js"; | |
var config = { | |
dataUrl: buildUrl + "/Public.data.br", | |
frameworkUrl: buildUrl + "/Public.framework.js.br", | |
codeUrl: buildUrl + "/Public.wasm.br", | |
streamingAssetsUrl: "StreamingAssets", | |
companyName: "DefaultCompany", | |
productName: "browserData2D", | |
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"; | |
fullscreenButton.onclick = () => { | |
unityInstance.SetFullscreen(1); | |
}; | |
var redButton = document.getElementById("RED"); | |
redButton.addEventListener("click", function(){unityInstance.SendMessage('JavascriptHook', 'TintRed');}); | |
var greenButton = document.getElementById("GREEN"); | |
greenButton.addEventListener("click", function(){unityInstance.SendMessage('JavascriptHook', 'TintGreen');}); | |
}).catch((message) => { | |
alert(message); | |
}); | |
}; | |
document.body.appendChild(script); | |
</script> | |
</body> | |
</html> |
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