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.