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. gree#658 (comment) discusses other solutions.
It is placed under sample/
. You can open it and import the plugin as
below:
- Open
sample/Assets/Sample.unity
. - Open
dist/unity-webview.unitypackage
and import all files. It might be easier to extractdist/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.
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
:
{
"dependencies": {
...
"net.gree.unity-webview": "https://github.com/gree/unity-webview.git?path=/dist/package",
...
}
}
or the following for selecting the variant without Fragment:
{
"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
.
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.
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,
--- Info.plist~ 2016-04-11 18:29:25.000000000 +0900
+++ Info.plist 2016-04-15 16:17:28.000000000 +0900
@@ -57,5 +57,10 @@
<string>EditorApplicationPrincipalClass</string>
<key>UnityBuildNumber</key>
<string>b902ad490cea</string>
+ <key>NSAppTransportSecurity</key>
+ <dict>
+ <key>NSAllowsArbitraryLoads</key>
+ <true/>
+ </dict>
</dict>
</plist>
or invoke the following from your terminal,
/usr/libexec/PlistBuddy -c "Add NSAppTransportSecurity:NSAllowsArbitraryLoads bool true" /Applications/Unity/Unity.app/Contents/Info.plist
- gree#64
- https://onevcat.zendesk.com/hc/en-us/articles/215527307-I-cannot-open-the-web-page-in-Unity-Editor-
A separate window will be shown if separated: true
is specified:
webViewObject = (new GameObject("WebViewObject")).AddComponent<WebViewObject>();
webViewObject.Init(
...
#if UNITY_EDITOR
separated: true
#endif
...);
This is based on gree#161 and allows a developer to utilize the Safari debugger.
The implementation now supports WKWebView but it is disabled by default. For enabling it, please set enableWKWebView as below:
webViewObject = (new GameObject("WebViewObject")).AddComponent<WebViewObject>();
webViewObject.Init(
...
enableWKWebView: true);
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).
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 )./
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. gree#785 cf. gree#224 (comment)
The current implementation for Android utilizes Android Fragment for enabling the file input field <input type="file">
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 gree#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).
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).
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 forcibly set android:hardwareAccelerated="false"
regardless of its setting in Plugins/Android/AndroidManifest.xml
, as discussed in gree#382 (see also gree#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
.
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 <activity android:name="com.unity3d.player.UnityPlayerActivity" ...
. Then you need to build the app again to
reflect this change.
NOTE: Unity 5.6.1p4 or newer (including 2017 1.0) seems to fix the following issue (cf. gree#212 (comment))
For Unity 5.6.0 and 5.6.1 (except 5.6.1p4), you also need to modify android:name
from
com.unity3d.player.UnityPlayerActivity
to
net.gree.unitywebview.CUnityPlayerActivity
. This custom activity
implementation will adjust Unity's SurfaceView z order. Please refer
plugins/Android/src/net/gree/unitywebview/CUnityPlayerActivity.java
and plugins/Android/src/net/gree/unitywebview/CUnityPlayer.java
if
you already have your own activity implementation.
For allowing http cleartext traffic for Android API level 28 or higher, please define UNITYWEBVIEW_ANDROID_USES_CLEARTEXT_TRAFFIC
so that Assets/Plugins/Editor/UnityWebViewPostprocessBuild.cs
adds android:usesCleartextTraffic="true"
to the applicaiton.
For allowing camera access (navigator.mediaDevices.getUserMedia({ video:true })
), please define UNITYWEBVIEW_ANDROID_ENABLE_CAMERA
so that Assets/Plugins/Editor/UnityWebViewPostprocessBuild.cs
adds the followings to AndroidManifest.xml
,
<uses-permission android:name="android.permission.CAMERA" />
<uses-feature android:name="android.hardware.camera" />
and call the following on runtime.
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
,
<uses-permission android:name="android.permission.MICROPHONE" />
<uses-feature android:name="android.hardware.microphone" />
<uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS" />
<uses-permission android:name="android.permission.RECORD_AUDIO" />
and call the following on runtime.
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 --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>();
webViewObject.Init(
cb: (msg) =>
(cf. gree#473 (comment)) (cf. https://docs.unity3d.com/Manual/android-RequestingPermissions.html)
The following steps are for Mac but you can follow similar ones for Windows.
- Place Unity 5.6.1f1 as
/Applications/Unity5.6.1f1
on osx or\Program Files\Unity5.6.1f1\
on windows. - Install Android Studio.
- 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
- Android 6.0 (Marshmallow)
- SDK Tools
- Android SDK Build Tools
- 28.0.2
- Android SDK Build Tools
- Open Terminal.app and perform the followings. You should find
unity-webview/build/Packager/Assets/Plugins/Android/WebViewPlugin.jar
if successful.
$ 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
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-webivew
. If you utilize Unity 2018.4.13f1 for example,
$ 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
.
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.