Unity WebGLA JavaScript API that renders 2D and 3D graphics in a web browser. The Unity WebGL build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL rendering API to run Unity content in a web browser. More info
See in Glossary supports various types of input from different devices, including gamepads, joysticks, touchscreens, keyboards, and movement sensors.
WebGL supports the following inputs for gamepads:
WebGL also supports joysticks for browsers that support the HTML5 Gamepad API.
Some browsers allow access to input devices only after the user interacts with the device while the application is in focus. This type of security measure prevents the user from using connected devices for browser fingerprinting purposes. Therefore, make sure your application instructs the user to press a button on their gamepad/joystick before you call Input.GetJoystickNames() to check for connected devices.
The WebGL game controllerA device to control objects and characters in a game.
See in Glossary mapping for the old input system aligns with the W3 spec, where the button mapping layout is laid out as follows:
Buttons | Description |
---|---|
buttons[0] | Bottom button in right cluster = CROSS (X) |
buttons[1] | Right button in right cluster = CIRCLE |
buttons[2] | Left button in right cluster = SQUARE |
buttons[3] | Top button in right cluster = TRIANGLE |
Note: As WebGL follows the W3 spec, it might not be consistent with other platforms, and requires unique handling if you’re targeting multiple platforms simultaneously, such as Windows and Web.
Unity WebGL doesn’t officially support mobile devices (see WebGL browser compatibility) yet, but it does implement Input.touches and other related APIs in browsers and devices with touch support. By default, mobile devices display a soft keyboard on the touch screen for entering text into UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary input fields. To disable this behavior, use the WebGLInput.mobileKeyboardSupport
property.
By default, Unity WebGL processes all keyboard input the web page receives, regardless of whether the WebGL canvas has focus or not. This allows the end user use a keyboard-based application without the need to click on the WebGL canvas.
The following notes apply to specific keyboard inputs as described below:
Keyboard input behavior | Description |
---|---|
HTML elements (such as text fields) | If you introduce HTML elements (such as text fields) in a web page that’s meant to receive keyboard inputs, it can cause errors. Unity consumes the input events before the rest of the page can receive them. To make HTML elements receive a keyboard input, set WebGLInput.captureAllKeyboardInput to false . This way, the application receives input only if the WebGL canvas has focus. |
Esc key | Some browsers like Safari block the ability to use the Esc key to switch to full-screen mode because the Esc key is protected in the web environment. Other browsers like Google Chrome can behave unpredictably. When the browser is in full-screen mode, the user can use only the Esc key to exit full-screen mode. Depending on your browser type, clicking the Esc key might not always trigger the event to forward from the browser to the application. |
HideMobileInput |
The HideMobileInput option in TextMeshPro (also known as TMP) input fields has no effect on the WebGL platform. This option has no effect because you need a text input fieldA field that allows the user to input a Text string More infoSee in Glossary to trigger the virtual keyboard in browsers. The WebGL platform instantiates a text input field to trigger the virtual keyboard when the Unity player expects text entry. The text input field appears above the virtual keyboard much like other platforms. Because the virtual keyboard relies on the mobile text input field, it can’t appear hidden on the WebGL platform. |
Unity WebGL doesn’t officially support mobile devices (see WebGL browser compatibility), but for browsers and mobile devices with touch support, Unity WebGL includes support for the following sensors:
Important: Browsers allow sensor input only in secure contexts. That is, you must serve the page over HTTPS. The single exception is http://localhost
, which you can use during development.
The Unity WebGL platform supports cursor locking, which uses the HTML5 API Element.requestPointerLock
. Use cursor lock to lock the mouse cursor to the center of the game window. When the cursor is locked, it appears hidden in Unity and doesn’t move when the mouse moves. This is particularly helpful for first-person games, where the mouse cursor is typically used to control the orientation of the player’s angle.
Note: As browser support for cursor locking varies, refer to the Mozilla documentation on the Element: requestPointerLock() method.
To lock the cursor, use the Cursor.lockState
property. For example, the following code switches the cursor into the locked state when the user clicks the left mouse button:
void Update()
{
if (Input.GetMouseButtonDown(0))
{
Cursor.lockState = CursorLockMode.Locked;
}
}
Cursor locking needs to be activated by user interaction. For more information, refer to Additional considerations for full-screen mode and cursor locking.
Press the Esc key to unlock the cursor.
The stickyCursorLock
property is commonly used in first-person games, because it’s useful to maintain the cursor lock mode regardless of the browser behavior.
Use stickyCursorLock
to ensure that the state of Cursor.lockState
is persistent, even if the browser releases the cursor lock from the Unity canvas (typically using the Esc key), in which case the cursor is locked again the next time the canvas is in focus.
Therefore, if you set WebGLInput._stickyCursorLock
to true
, the Cursor.lockState
remains in CursorLockMode.Locked
state
even if the Unity canvas HTML element unlocks the cursor.
The following occurs if you set WebGLInput._stickyCursorLock
to false
:
Cursor.lockState
remains synchronized with the browser’s cursor lock state.
If the user presses the Esc key to cancel the canvas cursor lock, Cursor.lockState
changes to CursorLockMode.None
.
Note: In WebGL, stickyCursorLock
is set to true
by default.
Use full-screen mode in your game to do the following:
Use the entire screen for your game.
Hide the browser user interface (UI) elements such as the address bar and tabs.
Hide the Unity player UI elements such as the title bar and toolbarA row of buttons and basic controls at the top of the Unity Editor that allows you to interact with the Editor in various ways (e.g. scaling, translation). More info
See in Glossary.
The Unity WebGL platform supports full-screen mode which uses the HTML5 API, Element.requestFullscreen
.
Note: As browser support for full-screen mode varies, refer to the Mozilla documentation on the Element: requestFullscreen() method.
To enable full-screen mode, use the Screen.fullScreen
property. For example, the following code switches the game to full-screen mode when the user presses the F key:
void Update()
{
if (Input.GetKeyDown(KeyCode.F))
{
Screen.fullScreen = true;
}
}
Note: The Screen.fullScreen
property is set to false
by default.
Full-screen mode needs to be activated by user interaction. For more information, refer to Additional considerations for full-screen mode and cursor locking.
To exit full-screen mode, press the Esc key again, or hover the mouse pointer to the top of the screen to access the address bar and tabs.
Due to security concerns, browsers only allow you to lock your cursor and enable full-screen mode after a user-initiated event such as a mouse-click or key press.
Because Unity doesn’t support separate events and rendering loops, it defers event handling until the browser no longer acknowledges full-screen or cursor lock requests issued from Unity scripting as a direct response to the event which triggered it.
Therefore, Unity triggers the request on the next user-initiated event, instead of the event that triggered the cursor lock or full-screen request.
To enable cursor lock or full-screen modes with better results, use mouse/key down events to trigger responses instead of mouse/key up events. This way you can ensure that the deferred request is guaranteed to be triggered by the corresponding mouse/key up event if not by a user-initiated event earlier.
You can also use Unity’s UI.Button component to achieve the desired behavior by creating a subclass of Button
, which overrides the OnPointerDown
method.
Note: Some browsers might display a notification message or prompt the user to grant permission before they can enter full-screen mode or lock the cursor.