Skip to content

πŸ‡ Boilerplate for Unity3D WebGL builds (on WebAssembly) using basic Create React App

License

Notifications You must be signed in to change notification settings

mariaheine/unity3d-react-boilerplate

Folders and files

NameName
Last commit message
Last commit date

Latest commit

Β 

History

68 Commits
Β 
Β 
Β 
Β 
Β 
Β 
Β 
Β 
Β 
Β 
Β 
Β 
Β 
Β 
Β 
Β 

Repository files navigation

Unity3D-React-Boilerplate

🦧 please note i haven't been using neither react nor react-unity-webgl in a while so this thing is definitely heavily outdated, good luck!


Image showing a screenshot from the

TLDR; see result here πŸ‡

  • Example project / tutorial for hosting Unity3D WebGL build as a static webpage on Heroku (using create-react-app).
  • Using a super cool repo react-unity-webgl by @El Raccoone
  • Targetted especially for unity3d people who haven't hosted a webapp before.

How to recreate

  1. How to run
  2. Initial project setup
  3. Build Unity project for WebGL
  4. Integrate Unity build into your react webapp
  5. Two-way communication

0. How to run

You will need to have yarn installed on your pc

$ git clone https://github.com/mariaheine/unity3d-react-boilerplate.git
$ yarn install
$ yarn start

This will let you locally run example project.

1. Initial project setup

🌌 Follow the Quick Start on this repo: Heroku Buildpack for create-react-app With just a few easy steps you end with a static, frontend-only web site hosted on Heroku.

To update the site by pushing changes to heroku remote:

$ git commit -m "wow :o"
$ yarn build
$ git push heroku master

To open it:

`$ heroku open`

Wait what?? And just like that I have hosted a webpage? 🍰 🍷

Your package.json should look something like this (no babel, no webpack config πŸ™ˆ):

{
  "name": "unity3d-react-boilerplate",
  "version": "0.1.0",
  "private": true,
  "dependencies": {
    "react": "^16.4.1",
    "react-dom": "^16.4.1",
    "react-scripts": "1.1.4"
  },
  "scripts": {
    "start": "react-scripts start",
    "build": "react-scripts build",
    "test": "react-scripts test --env=jsdom",
    "eject": "react-scripts eject"
  }
}

2. Build Unity project for WebGL

🌊 Unity documentation concerning WebGL development

πŸ’§ Your build settings should look something like on the picture below, please pay special attention to:

  • Setting build platform for WebGL
    • File -> Build Settings -> Platfrom -> WebGL
  • ColorSpace
    • Changing it from Gamma to Linear will force you to use WebGL 2.0 which will unfortunately break compatibility with Safari browsers (as of 16/08/2020 for Safari 12.1), so you should probably keep using Gamma

Image showing a properly selected WebGL as build target platform and a warning for using linear colour space setting in such build

  • πŸ”Ž Once building is finished, you should be most interested with a directory containing those files:

Image showing an example directory contents for a result of a webgl unity3d project build

3. Integrate Unity build into your react webapp

  • Add react-unity-webgl into your project, it's just so cool.

  • Copy entire Unity build folder (mentioned above) into your public webapp folder.

  • Replace your App.js with quick start code from react-unity-webgl

In case of this example project it would be just:

import React from "react";
import Unity, { UnityContent } from "react-unity-webgl";

export class App extends React.Component {
  constructor(props) {
    super(props);
    this.unityContent = new UnityContent(
      "CookieEater/Build/CookieEater.json.json",
      "CookieEater/Build/UnityLoader.js"
    );
  }
  render() {
    return <Unity unityContent={this.unityContent} />;
  }
}
  • 🌼 After these easy steps you should be ready to test your Unity webapp by simply running $ yarn start command in your console. Uploading to Heroku is just as easy using

And thats all there is! πŸŽ‰

With barely 5 lines of code your Unity build is imported and served in your React app. Isn't that cool? :o

For more info about <UnityContent/> component check out Mr. Lanters' github wiki

3. React to Unity communication


  1. 🌱 Calling Unity method with no parameters

You can now evoke any public method in your Unity project by sending a message to unityContent specifying:

a. A GameObject name that has a MonoBehaviour attached

b. A name of a public method within one of the attached MonoBehaviours

this.unityContent.send(
  "FlyCube", // GameObject name
  "Randomize" // Public method name
);
  1. 🌿 Calling Unity method with a single parameter

⚠️ This may only be a (single!) number or a string

this.props.unityContent.send("PlayArea", "SpawnCube", 10);

⚠️ You cannot directly use template literals when passing a string. Write it first to a variable, then pass it instead.

let mouseCoords = `${this.state.pageX} ${this.state.pageY}`;

if (this.state.isLoaded === true) {
  this.unityContent.send(
    "TextDisplayer",
    "UpdateDoubleMousePosition",
    mouseCoords
  );
}
  1. 🌴 Calling a method with more than one parameter - possible workaround.

As mentioned above GameObject.SendMessage(), here as this.unityContent.send(...), may only pass as value one argument that can be either a number or a string.

One possible workaround is passing multiple values in a string and then parsing it inside Unity method.

In above ⚠️ about template literals we passed two numeric coords inside mouseCoords string variable to a method UpdateDoubleMousePosition inside TextDisplayer GameObject. To interpret that string as two separate numbers in C#:

public void UpdateDoubleMousePosition(string mouseCoords)
{
   string[] coords = mouseCoords.Split(' ');

   int[] coordsNumerical = new int[2];

   for(int i = 0; i < coords.Length; i++)
   {
      coordsNumerical[i] = Int32.Parse(coords[i]);
   }

   TextY.text = coords[0];
   TextX.text = coords[1];
}

4. Unity to React communication


3 steps for every single call:

  1. pre: creating .jslib plugin
  2. Creating javascript event handler
  3. Adding the method binding to the .jslib script
  4. Importing and using the method binding in a unity c# script

Creating .jslib plugin


Create a text file in Plugins folder in your Unity project (the folder has to be named this way) and rename it to howeveryouwant.jslib,

Image showing plugins folder int project hierarchy The empty base of that script should look like this:
mergeInto(LibraryManager.library, {

});

Creating javascript event handler


An example of Score.js from example project:

props.unityContent.on("CookieEatenEvent", () => {
  this.setState((prevState) => ({
    cookiesEaten: prevState.cookiesEaten + 1,
  }));
});

Adding the method binding to the .jslib script


mergeInto(LibraryManager.library, {

  CookieEatenEvent: function() {
    ReactUnityWebGL.CookieEatenEvent();
  }

});

Importing and using the method binding in a unity c# script


From example project:

Read more about Native plugins

public class CookieEaten : MonoBehaviour {

    [DllImport("__Internal")]
    private static extern void CookieEatenEvent();

    void OnTriggerEnter(Collider col)
    {
        // -------------
        
        #if !UNITY_EDITOR && UNITY_WEBGL
            CookieEatenEvent();
        #endif
        Destroy(gameObject);
        
        // -------------
    }
}

Thats all, have fun! πŸ‡

About

πŸ‡ Boilerplate for Unity3D WebGL builds (on WebAssembly) using basic Create React App

Topics

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published