# unity-webview **Repository Path**: Foldcc/unity-webview ## Basic Information - **Project Name**: unity-webview - **Description**: 适用于Unity的原生webview插件 - **Primary Language**: Unknown - **License**: Zlib - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2022-09-27 - **Last Updated**: 2022-09-27 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # unity-webview unity-webview is a plugin for Unity 5 that overlays WebView components on Unity view. It works on Android, iOS, Unity Web Player, and Mac (Windows is not supported for now). unity-webview is derived from keijiro-san's https://github.com/keijiro/unity-webview-integration . *NOTE: This plugin overlays native WebView/WKWebView views over unity's rendering view and doesn't support those views in 3D. https://github.com/gree/unity-webview/issues/612#issuecomment-724541385 discusses other solutions.* ## Sample Project It is placed under `sample/`. You can open it and import the plugin as below: 1. Open `sample/Assets/Sample.unity`. 2. Open `dist/unity-webview.unitypackage` and import all files. It might be easier to extract `dist/unity-webview.zip` instead if you've imported unity-webview before. *NOTE: The current implementation for Android utilizes Android Fragment for enabling the file input field after https://github.com/gree/unity-webview/commit/a1a2a89d2d0ced366faed9db308ccf4f689a7278 and may cause new issues that were not found before. If you don't need the file input field, you can install `dist/unity-webview-nofragment.unitypackage` or `dist/unity-webview-nofragment.zip` for selecting the variant without Fragment.* ## Package Manager If you use Unity 2019.4 or later, the plugin can also be imported with Package Manager, by adding the following entry in your `Packages/manifest.json`: ```json { "dependencies": { ... "net.gree.unity-webview": "https://github.com/gree/unity-webview.git?path=/dist/package", ... } } ``` or the following for selecting the variant without Fragment: ```json { "dependencies": { ... "net.gree.unity-webview": "https://github.com/gree/unity-webview.git?path=/dist/package-nofragment", ... } } ``` *NOTE: Importing with Package Manager currently doesn't work well for WebGL. Please check the instruction for `dist/unity-webview.unitypackage`.* ## Platform Specific Notes ### Mac (Editor) #### macOS Version The current implementation utilizes https://developer.apple.com/documentation/webkit/wkwebview/2873260-takesnapshotwithconfiguration to capture an offscreen webview image so that macOS 10.13 (High Sierra) or later is required. #### App Transport Security Since Unity 5.3.0, Unity.app is built with ATS (App Transport Security) enabled and non-secured connection (HTTP) is not permitted. If you want to open `http://foo/bar.html` with this plugin on Unity Mac Editor, you need to open `/Applications/Unity5.3.4p3/Unity.app/Contents/Info.plist` with a text editor and add the following, ```diff --- Info.plist~ 2016-04-11 18:29:25.000000000 +0900 +++ Info.plist 2016-04-15 16:17:28.000000000 +0900 @@ -57,5 +57,10 @@ EditorApplicationPrincipalClass UnityBuildNumber b902ad490cea + NSAppTransportSecurity + + NSAllowsArbitraryLoads + + ``` or invoke the following from your terminal, ```bash /usr/libexec/PlistBuddy -c "Add NSAppTransportSecurity:NSAllowsArbitraryLoads bool true" /Applications/Unity/Unity.app/Contents/Info.plist ``` ##### References * https://github.com/gree/unity-webview/issues/64 * https://onevcat.zendesk.com/hc/en-us/articles/215527307-I-cannot-open-the-web-page-in-Unity-Editor- #### Separeted Mode A separate window will be shown if `separated: true` is specified: ```csharp webViewObject = (new GameObject("WebViewObject")).AddComponent(); webViewObject.Init( ... #if UNITY_EDITOR separated: true #endif ...); ``` This is based on https://github.com/gree/unity-webview/pull/161 and allows a developer to utilize the Safari debugger. ### iOS #### enableWKWebView The implementation now supports WKWebView but it is disabled by default. For enabling it, please set enableWKWebView as below: ```csharp webViewObject = (new GameObject("WebViewObject")).AddComponent(); webViewObject.Init( ... enableWKWebView: true); ``` (cf. https://github.com/gree/unity-webview/blob/de9a25c0ab0622b15c15ecbc0c7cd85858aa7745/sample/Assets/Scripts/SampleWebView.cs#L94) This flag have no effect on platforms without WKWebView (such as iOS7 and Android) and should always be set true for iOS9 or later (see the next section). #### WKWebView only implementation for iOS9 or later Apple recently sends the following warning for an app submission, > ITMS-90809: Deprecated API Usage - Apple will stop accepting submissions of apps that use > UIWebView APIs . See https://developer.apple.com/documentation/uikit/uiwebview for more > information. so the current implementation for iOS has two variations (Assets/Plugins/iOS/WebView.mm and Assets/Plugins/iOS/WebViewWithUIWebView.mm), in which new one (Assets/Plugins/iOS/WebView.mm) utilizes only WKWebView if iOS deployment target is iOS9 or later. Please modify `#if __IPHONE_OS_VERSION_MIN_REQUIRED < __IPHONE_9_0` in those files if you need to change this behavior. *NOTE: WKWebView is available since iOS8 but was largely changed in iOS9, so we use `___IPHONE_9_0` instead of `__IPHONE_8_0`* *NOTE: Several versions of Unity themselves also have the ITMS-90809 issue (cf. https://issuetracker.unity3d.com/issues/ios-apple-throws-deprecated-api-usage-warning-for-using-uiwebview-when-submitting-builds-to-the-app-store-connect ).*/ #### XMLHttpRequest for file URLs WKWebView doesn't allow to access file URLs with XMLHttpRequest. This limitation can be relaxed by `allowFileAccessFromFileURLs`/`allowUniversalAccessFromFileURLs` settings. Those are however private APIs so currently disabled by default. For enabling them, please define `UNITYWEBVIEW_IOS_ALLOW_FILE_URLS`. cf. https://github.com/gree/unity-webview/issues/785 cf. https://github.com/gree/unity-webview/issues/224#issuecomment-640642516 ### Android #### File Input Field The current implementation for Android utilizes Android Fragment for enabling the file input field `` since https://github.com/gree/unity-webview/commit/a1a2a89d2d0ced366faed9db308ccf4f689a7278 and may cause new issues that were not found before. If you don't need the file input field, you can install `dist/unity-webview-nofragment.unitypackage` or `dist/unity-webview-nofragment.zip` for selecting the variant without Fragment. If you utilize the default one and want to enable the file input field, you also have to set one of the following permissions since https://github.com/gree/unity-webview/pull/655 . * `android.permission.READ_EXTERNAL_STORAGE` * `android.permission.WRITE_EXTERNAL_STORAGE` * `android.permission.CAMERA` You can set `android.permission.WRITE_EXTERNAL_STORAGE` by setting `Player Settings/Other Settings/Write Permission` to `External (SDCard)`. You can set `android.permission.CAMERA` by defining `UNITYWEBVIEW_ANDROID_ENABLE_CAMERA` (cf. [Camera/Audio Permission/Feature](#cameraaudio-permissionfeature)). #### hardwareAccelerated The main activity should have `android:hardwareAccelerated="true"`, otherwise a webview won't run smoothly. Depending on unity versions, we need to set it as below (basically this will be done by post-process build scripts). ##### Unity 2018.1 or newer Based on the technique discussed in https://forum.unity.com/threads/android-hardwareaccelerated-is-forced-false-in-all-activities.532786/ and https://github.com/Over17/UnityAndroidManifestCallback, `Assets/Plugins/Editor/UnityWebViewPostprocessBuild.cs` edit the manifest to set `android:hardwareAccelerated="true"`. Please note this works with the `gradle` (not `internal`) build setting. ##### Unity 2017.x - 2018.0 Unity forcibly set `android:hardwareAccelerated="false"` regardless of its setting in `Plugins/Android/AndroidManifest.xml`, as discussed in https://github.com/gree/unity-webview/issues/382 (see also https://github.com/gree/unity-webview/issues/342 and https://forum.unity.com/threads/android-hardwareaccelerated-is-forced-false-in-all-activities.532786/ ), and there is no solution for automatically correcting this setting. Please export the project and manually correct `AndroidManifest.xml`. ##### Unity 5.x or older After the initial build, `Assets/Plugins/Editor/UnityWebViewPostprocessBuild.cs` will copy `Temp/StatingArea/AndroidManifest-main.xml` to `Assets/Plugins/Android/AndroidManifest.xml`, edit the latter to add `android:hardwareAccelerated="true"` to ` ``` and call the following on runtime. ```c# webViewObject.SetCameraAccess(true); ``` For allowing microphone access (`navigator.mediaDevices.getUserMedia({ audio:true })`), please define `UNITYWEBVIEW_ANDROID_ENABLE_MICROPHONE` so that `Assets/Plugins/Editor/UnityWebViewPostprocessBuild.cs` adds the followings to `AndroidManifest.xml`, ```xml ``` and call the following on runtime. ```c# webViewObject.SetMicrophoneAccess(true); ``` Details for each Unity version are the same as for hardwareAccelerated. Please also note that it is necessary to request permissions at runtime for Android API 23 or later as below: ```diff diff --git a/sample/Assets/Scripts/SampleWebView.cs b/sample/Assets/Scripts/SampleWebView.cs index a62c1ca..a5efe9f 100644 --- a/sample/Assets/Scripts/SampleWebView.cs +++ b/sample/Assets/Scripts/SampleWebView.cs @@ -24,6 +24,9 @@ using UnityEngine; using UnityEngine.UI; using UnityEngine.Networking; #endif +#if !UNITY_EDITOR && UNITY_ANDROID +using UnityEngine.Android; +#endif public class SampleWebView : MonoBehaviour { @@ -31,8 +34,29 @@ public class SampleWebView : MonoBehaviour public GUIText status; WebViewObject webViewObject; +#if !UNITY_EDITOR && UNITY_ANDROID + bool inRequestingCameraPermission; + + void OnApplicationFocus(bool hasFocus) + { + if (inRequestingCameraPermission && hasFocus) { + inRequestingCameraPermission = false; + } + } +#endif + IEnumerator Start() { +#if !UNITY_EDITOR && UNITY_ANDROID + if (!Permission.HasUserAuthorizedPermission(Permission.Camera)) + { + inRequestingCameraPermission = true; + Permission.RequestUserPermission(Permission.Camera); + } + while (inRequestingCameraPermission) { + yield return new WaitForSeconds(0.5f); + } +#endif webViewObject = (new GameObject("WebViewObject")).AddComponent(); webViewObject.Init( cb: (msg) => ``` (cf. https://github.com/gree/unity-webview/issues/473#issuecomment-559412496) (cf. https://docs.unity3d.com/Manual/android-RequestingPermissions.html) #### How to build WebViewPlugin.jar The following steps are for Mac but you can follow similar ones for Windows. 1. Place Unity 5.6.1f1 as `/Applications/Unity5.6.1f1` on osx or `\Program Files\Unity5.6.1f1\` on windows. 2. Install [Android Studio](https://developer.android.com/studio/install). 3. Open Android Studio and select "Configure/SDK Manager", select the followings with "Show Package Details", and click OK. * SDK Platforms * Android 6.0 (Marshmallow) * Android SDK Platform 23 * SDK Tools * Android SDK Build Tools * 28.0.2 4. Open Terminal.app and perform the followings. You should find `unity-webview/build/Packager/Assets/Plugins/Android/WebViewPlugin.jar` if successful. ```bash $ export ANDROID_HOME=~/Library/Android/sdk $ export PATH=$PATH:~/Library/Android/sdk/platform-tools/bin:~/Library/Android/sdk/tools:~/Library/Android/sdk/tools/bin $ cd unity-webview/plugins/Android $ ./install.sh ``` ### WebGL *NOTE: for Unity 2020.1.0f1 or newer, please use `unity-webview-2020` instead of `unity-webview` below.* After importing `dist/unity-webview.unitypackage` or `dist/unity-webview.zip`, please copy `WebGLTemplates/Default/TemplateData` from your Unity installation to `Assets/WebGLTemplates/unity-webview`. If you utilize Unity 2018.4.13f1 for example, ```bash $ cp -a /Applications/Unity/Hub/Editor/2018.4.13f1/PlaybackEngines/WebGLSupport/BuildTools/WebGLTemplates/Default/TemplateData Assets/WebGLTemplates/unity-webview ``` Then in `Project Settings/Player/Resolution and Presentation`, please select `unity-webview` in `WebGL Template`. ### Web Player *NOTE: Web Player is obsolete so that the support for it will be removed.* The implementation utilizes IFRAME so please put both "an\_unityplayer\_page.html" and "a\_page\_loaded\_in\_webview.html" should be placed on the same domain for avoiding cross-domain requests.