unity webgl与unity的连接案例和代码
时间: 2023-09-18 21:09:18 浏览: 304
以下是一个简单的Unity WebGl与Unity的连接案例和代码:
首先,在Unity中创建一个空的场景,然后添加一个立方体和一个脚本。在脚本中添加以下代码:
```csharp
using UnityEngine;
using UnityEngine.Networking;
using System.Text;
public class NetworkTest : MonoBehaviour
{
int m_HostId;
int m_ConnectionId;
int m_ChannelId;
int m_ReliableSequencedChannelId;
int m_FragmentedSequencedChannelId;
byte[] m_ReceiveBuffer = new byte[1024];
string m_ReceivedMessage = "";
bool m_IsConnected = false;
void Start()
{
NetworkTransport.Init();
ConnectionConfig config = new ConnectionConfig();
m_ChannelId = config.AddChannel(QosType.Reliable);
m_ReliableSequencedChannelId = config.AddChannel(QosType.ReliableSequenced);
m_FragmentedSequencedChannelId = config.AddChannel(QosType.FragmentedSequenced);
HostTopology topology = new HostTopology(config, 1);
m_HostId = NetworkTransport.AddHost(topology);
byte error;
m_ConnectionId = NetworkTransport.Connect(m_HostId, "127.0.0.1", 8888, 0, out error);
}
void Update()
{
int recHostId;
int connectionId;
int channelId;
int dataSize;
byte error;
NetworkEventType eventType = NetworkTransport.Receive(out recHostId, out connectionId, out channelId, m_ReceiveBuffer, m_ReceiveBuffer.Length, out dataSize, out error);
switch (eventType)
{
case NetworkEventType.Nothing:
break;
case NetworkEventType.ConnectEvent:
Debug.Log("Connected to server");
m_IsConnected = true;
break;
case NetworkEventType.DisconnectEvent:
Debug.Log("Disconnected from server");
m_IsConnected = false;
break;
case NetworkEventType.DataEvent:
string message = Encoding.UTF8.GetString(m_ReceiveBuffer, 0, dataSize);
Debug.Log("Received message: " + message);
m_ReceivedMessage = message;
break;
}
}
void OnGUI()
{
if (m_IsConnected)
{
GUILayout.Label("Connected to server");
GUILayout.Label("Received message: " + m_ReceivedMessage);
if (GUILayout.Button("Send message"))
{
byte[] buffer = Encoding.UTF8.GetBytes("Hello, World!");
byte error;
NetworkTransport.Send(m_HostId, m_ConnectionId, m_ChannelId, buffer, buffer.Length, out error);
}
}
else
{
GUILayout.Label("Not connected to server");
}
}
}
```
在上面的代码中,我们使用NetworkTransport类建立了一个TCP/IP连接,并使用AddChannel方法添加了三个通道:可靠通道,可靠顺序通道和分段顺序通道。我们使用Connect方法连接到服务器,并使用Receive方法接收数据。在OnGUI方法中,我们使用GUILayout.Label方法显示连接状态和接收到的消息,并使用GUILayout.Button方法发送消息。
然后,在WebGL中,我们可以使用WebSocket API建立连接和发送消息。以下是一个简单的HTML文件:
```html
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>Unity WebGL Network Test</title>
<style>
canvas {
width: 100%;
height: 100%;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script>
var socket = new WebSocket("ws://127.0.0.1:8888");
socket.onopen = function(event) {
console.log("Connected to server");
};
socket.onmessage = function(event) {
console.log("Received message: " + event.data);
socket.send("Hello, World!");
};
socket.onclose = function(event) {
console.log("Disconnected from server");
};
</script>
<script src="Build/UnityLoader.js"></script>
<script>
var gameInstance = UnityLoader.instantiate("gameContainer", "Build/NetworkTest.json");
</script>
</body>
</html>
```
在上面的代码中,我们使用WebSocket API建立了一个WebSocket连接,并在onopen,onmessage和onclose事件处理程序中处理连接状态和接收到的消息。我们使用send方法发送消息。
请注意,Unity WebGl需要将构建的WebGL项目放入一个Web服务器中才能正常工作。在本例中,我们使用了一个简单的Python服务器:
```python
import http.server
import socketserver
PORT = 8000
Handler = http.server.SimpleHTTPRequestHandler
with socketserver.TCPServer(("", PORT), Handler) as httpd:
print("serving at port", PORT)
httpd.serve_forever()
```
将上面的代码保存为server.py文件,然后在终端中运行python server.py命令以启动Web服务器。
最后,在Unity中选择Build Settings,将平台设置为WebGL,并将Scenes in Build设置为我们刚才创建的场景。然后单击Build and Run按钮,Unity将构建WebGL项目并在浏览器中打开它。在浏览器中打开开发者工具,您将看到连接状态和消息。您可以单击Send message按钮发送消息,并在开发者工具中查看数据传输。
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