Version: 2023.1
언어: 한국어
Cache behavior in WebGL
WebGL에서 입력

브라우저 스크립팅과 상호작용

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 WebGL provides different methods to do this.

Unity 스트립트에서 JavaScript 함수 호출

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 subfolder. The plugin 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:

  • You can pass simple numeric types to JavaScript in function parameters without doing any conversion. You can pass other data types as a pointer in the emscripten heap which is just a big array in JavaScript.
  • For strings, you can use the UTF8ToString helper function to convert to a JavaScript string.
  • To return a string value, call _malloc to allocate some memory and the stringToUTF8 helper function to write a JavaScript string to it. If the string is a return value, then the IL2CPP runtime automatically frees up the memory for you.
  • For arrays of primitive types, emscripten provides different ArrayBufferViews into its heap for different sizes of integer, unsigned integer or floating point representations of memory: HEAP8, HEAPU8, HEAP16, HEAPU16, HEAP32, HEAPU32, HEAPF32, HEAPF64.
  • To access a texture in WebGL, emscripten provides the 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.

JavaScript와 인터랙션하는 방법에 대한 자세한 내용은 emscripten 문서를 참조하십시오.

In addition, there are several plugins in the Unity installation folder that you can use as reference: PlaybackEngines/WebGLSupport/BuildTools/lib and PlaybackEngines/WebGLSupport/BuildTools/Emscripten/src/library*.

코드 가시성

The recommended approach is to execute all the build code in its own scope. This allows you to 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.

모든 JavaScript 코드가 .jslib 플러그인 형태로 프로젝트 안에 있는 경우 이 JavaScript 코드는 컴파일된 빌드와 같은 스코프 안에서 실행되고, 코드는 이전 Unity 버전과 동일한 방법으로 작동합니다. 예를 들어 Module, SendMessage, HEAP8, ccall 등과 같은 오브젝트와 함수는 JavaScript 플러그인 코드에서 직접 볼 수 있습니다.

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 WebGL 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.

JavaScript에서 Unity 스크립트 함수 호출

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 plugin, embedded in your project, you can use the following code:

MyGameInstance.SendMessage(objectName, methodName, value);

여기에서 objectName 은 씬에 있는 오브젝트의 이름이고, methodName 은 해당 오브젝트에 현재 연결된 스크립트에 있는 메서드의 이름이고, value 는 문자열 또는 숫자이거나 비어 있을 수 있습니다. 예:

MyGameInstance.SendMessage('MyGameObject', 'MyFunction');
MyGameInstance.SendMessage('MyGameObject', 'MyFunction', 5);

MyGameInstance.SendMessage('MyGameObject', 'MyFunction', 'MyString');

If you would like to make a call from the global scope of the embedding page, see the Code Visibility section.

Unity 스트립트에서 C 함수 호출

Unity compiles your sources into JavaScript from C/C++ code using emscripten, so you can also write plugins in C/C++ code, and call these functions from C#. Therefore, instead of the .jslib file in the example above, you could have a C/C++ file in your project, which is automatically get compiled with your scripts, and you can call functions from it, just like in the JavaScript example above.

If you are using C++ (.cpp) to implement the plugin, then you must ensure the functions are declared 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;
}

Note: Unity is using the Emscripten version 2.0.19 toolchain.


  • 2021.2 이상에서 Pointer__stringify()를 UTF8ToString으로 교체함

  • 2020.1에서 unity.Instance가 createUnityInstance로 대체됨

  • 코드 예제에서 오류 수정

  • 2019.1에서 WebGL 인스턴스의 이름이 gameInstance에서 unityInstance로 변경됨

Cache behavior in WebGL
WebGL에서 입력
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