h5嵌套u3d,使用iframe进行交互
# 1.目录结构

# 2.unity打包之后的index.html文件进行修改
<div id="unity-footer">
<div id="unity-webgl-logo"></div>
<div id="unity-fullscreen-button"></div>
<div id="unity-build-title">Six yuan</div>
</div>
</div>
<script>
var container = document.querySelector("#unity-container");
var canvas = document.querySelector("#unity-canvas");
var loadingBar = document.querySelector("#unity-loading-bar");
var progressBarFull = document.querySelector("#unity-progress-bar-full");
var fullscreenButton = document.querySelector("#unity-fullscreen-button");
var warningBanner = document.querySelector("#unity-warning");
// Shows a temporary message banner/ribbon for a few seconds, or
// a permanent error message on top of the canvas if type=='error'.
// If type=='warning', a yellow highlight color is used.
// Modify or remove this function to customize the visually presented
// way that non-critical warnings and error messages are presented to the
// user.
function unityShowBanner(msg, type) {
function updateBannerVisibility() {
warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
}
var div = document.createElement('div');
div.innerHTML = msg;
warningBanner.appendChild(div);
if (type == 'error') div.style = 'background: red; padding: 10px;';
else {
if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
setTimeout(function () {
warningBanner.removeChild(div);
updateBannerVisibility();
}, 5000);
}
updateBannerVisibility();
}
var buildUrl = "Build";
var loaderUrl = buildUrl + "/Sixyuan.loader.js";
var config = {
dataUrl: buildUrl + "/Sixyuan.data.unityweb",
frameworkUrl: buildUrl + "/Sixyuan.framework.js.unityweb",
codeUrl: buildUrl + "/Sixyuan.wasm.unityweb",
streamingAssetsUrl: "StreamingAssets",
companyName: "DefaultCompany",
productName: "Six yuan",
productVersion: "0.1",
showBanner: unityShowBanner,
};
// By default Unity keeps WebGL canvas render target size matched with
// the DOM size of the canvas element (scaled by window.devicePixelRatio)
// Set this to false if you want to decouple this synchronization from
// happening inside the engine, and you would instead like to size up
// the canvas DOM size and WebGL render target sizes yourself.
// config.matchWebGLToCanvasSize = false;
if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
container.className = "unity-mobile";
// Avoid draining fillrate performance on mobile devices,
// and default/override low DPI mode on mobile browsers.
config.devicePixelRatio = 1;
unityShowBanner('WebGL builds are not supported on mobile devices.');
} else {
canvas.style.width = "1920px";
canvas.style.height = "1080px";
}
loadingBar.style.display = "block";
var instance;
var script = document.createElement("script");
script.src = loaderUrl;
script.onload = () => {
createUnityInstance(canvas, config, (progress) => {
progressBarFull.style.width = 100 * progress + "%";
}).then((unityInstance) => {
instance = unityInstance;
loadingBar.style.display = "none";
fullscreenButton.onclick = () => {
unityInstance.SetFullscreen(1);
};
}).catch((message) => {
alert(message);
});
};
document.body.appendChild(script);
function setToken(token) {
instance.SendMessage("GlobleManager", "SetToken", token);
}
function backHome(str) {
instance.SendMessage("GlobleManager", "BackHome", '');
}
function unityinit(str) {
window.parent.postMessage({ switchScene: 1 }, '*'
)
}
function switchScene(str) {
window.parent.postMessage({ switchScene: 2 }, '*'
)
}
</script>
</body>
</html>
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# 3.h5调用u3d的方法(unity里面的index.html文件)

# index.vue文件
<iframe id="iframe" ref="iframe" src="./unity/index.html" frameborder="0" scrolling="no" />
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# mounted方法
mounted() {
this.unityRef = this.$refs.iframe // iframe的dom对象
},
this.unityRef.contentWindow.setToken(storageState.token)
this.unityRef.contentWindow.backHome()
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# 4.u3d调用h5方法(unity里面的index.html文件)
function unityinit(str) {
window.parent.postMessage({ switchScene: 1 }, '*'
)
}
function switchScene(str) {
window.parent.postMessage({ switchScene: 2 }, '*'
)
}
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# mounted里面接收事件
mounted() {
window.addEventListener("message", this.recieve)
},
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# methods方法(根据返回的switchScene的值的不同来调用不同的方法)
recieve(event) {
const { data, origin, source } = event
console.log('unity返回的数据',data)
if (data.switchScene == 1) {
this.unitySendMessage()
} else if (data.switchScene == 2) {
this.showSon = true
}
}
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上次更新: 2023/07/07, 17:17:48