Drag n Drop files in WebGL

Hey,

I want to build a sprite sheet generator tool were users can drag n drop multiple images from their computer into the WebGL window then export/download a sprite sheet.

I did some searching and it seams it was once achieved, but the files are no longer available.

Does anybody know if there is a method for doing this?
As a minimum I’d just need the file paths from dragged files.

Seems I have found something to suffice for now, but would prefer the Drag n Drop to eliminate and possible native file browser issues.
https://github.com/greggman/getuserimage-unity-webgl

+1 - it would great to let user drag n’ drop media - sound, video, images, etc…

It’s not really realistic to pipe-in images into the WebGL runtime, due to memory and texture representation issues. A 4k square image will crash your game trying to process it.

where Unity Web Player app is running?on frontend or backend?

Try this: GitHub - xelfia/XELF.FileReceiver.WebGL: Template for a Unity WebGL Player using HTML drag-and-drop interfaces

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Thanks, that was a good starting point for me. Unfortunately the custom WebGL Template used in the repository is outdated with newer Unity versions.

To add Drag & Drop in Unity 2021 follow the docs on how to create custom WebGL Templates: Copy the Default template from C:\Program Files\Unity\Hub\Editor<version>\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\WebGLTemplates and place it inside the Assets\WebGLTemplates directory in your project.
Then you’ll have to add this code to index.html that sends the drop event to a script in Unity via SendMessage when the Unity game instance is created inside the scripts onload function:

container.addEventListener('dragover', (event) => {
    event.preventDefault();
});
container.addEventListener('drop', (event) => {
    event.preventDefault();
    const files = event.dataTransfer.files;
    const first = files[0];
    unityInstance.SendMessage("FileReceiver", "FileSelected", window.URL.createObjectURL(first), first);
});

The complete file looks like this:
Drag & Drop - index.html

<!DOCTYPE html>
<html lang="en-us">
  <head>
    <meta charset="utf-8">
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
    <title>Unity WebGL Player | {{{ PRODUCT_NAME }}}</title>
    <link rel="shortcut icon" href="TemplateData/favicon.ico">
    <link rel="stylesheet" href="TemplateData/style.css">
  </head>
  <body>
    <div id="unity-container" class="unity-desktop">
      <canvas id="unity-canvas" width={{{ WIDTH }}} height={{{ HEIGHT }}}></canvas>
      <div id="unity-loading-bar">
        <div id="unity-logo"></div>
        <div id="unity-progress-bar-empty">
          <div id="unity-progress-bar-full"></div>
        </div>
      </div>
      <div id="unity-warning"> </div>
      <div id="unity-footer">
        <div id="unity-webgl-logo"></div>
        <div id="unity-fullscreen-button"></div>
        <div id="unity-build-title">{{{ PRODUCT_NAME }}}</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 + "/{{{ LOADER_FILENAME }}}";
      var config = {
        dataUrl: buildUrl + "/{{{ DATA_FILENAME }}}",
        frameworkUrl: buildUrl + "/{{{ FRAMEWORK_FILENAME }}}",
#if USE_WASM
        codeUrl: buildUrl + "/{{{ CODE_FILENAME }}}",
#endif
#if MEMORY_FILENAME
        memoryUrl: buildUrl + "/{{{ MEMORY_FILENAME }}}",
#endif
#if SYMBOLS_FILENAME
        symbolsUrl: buildUrl + "/{{{ SYMBOLS_FILENAME }}}",
#endif
        streamingAssetsUrl: "StreamingAssets",
        companyName: {{{ JSON.stringify(COMPANY_NAME) }}},
        productName: {{{ JSON.stringify(PRODUCT_NAME) }}},
        productVersion: {{{ JSON.stringify(PRODUCT_VERSION) }}},
        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)) {
        // Mobile device style: fill the whole browser client area with the game canvas:

        var meta = document.createElement('meta');
        meta.name = 'viewport';
        meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
        document.getElementsByTagName('head')[0].appendChild(meta);
        container.className = "unity-mobile";

        // To lower canvas resolution on mobile devices to gain some
        // performance, uncomment the following line:
        // config.devicePixelRatio = 1;

        canvas.style.width = window.innerWidth + 'px';
        canvas.style.height = window.innerHeight + 'px';

        unityShowBanner('WebGL builds are not supported on mobile devices.');
      } else {
        // Desktop style: Render the game canvas in a window that can be maximized to fullscreen:

        canvas.style.width = "{{{ WIDTH }}}px";
        canvas.style.height = "{{{ HEIGHT }}}px";
      }

#if BACKGROUND_FILENAME
      canvas.style.background = "url('" + buildUrl + "/{{{ BACKGROUND_FILENAME.replace(/'/g, '%27') }}}') center / cover";
#endif
      loadingBar.style.display = "block";

      var script = document.createElement("script");
      script.src = loaderUrl;
      script.onload = () => {
        createUnityInstance(canvas, config, (progress) => {
          progressBarFull.style.width = 100 * progress + "%";
        }).then((unityInstance) => {
          loadingBar.style.display = "none";
          fullscreenButton.onclick = () => {
            unityInstance.SetFullscreen(1);
          };
          container.addEventListener('dragover', (event) => {
              event.preventDefault();
          });
          container.addEventListener('drop', (event) => {
              event.preventDefault();
              const files = event.dataTransfer.files;
              const first = files[0];
              unityInstance.SendMessage("FileReceiver", "FileSelected", window.URL.createObjectURL(first), first);
          });
        }).catch((message) => {
          alert(message);
        });
      };
      document.body.appendChild(script);
    </script>
  </body>
</html>

This was the first hit on Google so I thought I’d share.

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