Unity 2022 Web GL Blazor Integration

Hello :slight_smile:

I have a unity web gl build with unity 2022.3 and I want to be able to play the game on a Blazor Server Application. However, since the update from unity 2019, I haven’t been able to get it to work.

I have put the web gl build files in the wwwroot folder of my Blazor Ser er Application.

In the Host.cshtml file, I have made these includes:

<script src="/unity/Test/Build/Test.loader.js"></script>
<script src="/unity/Test/Build/Test.framework.js"></script>
<script src="/unity/Test/run.js"></script>

I have a razor component to display the unity window with this code:

"













3DPOCIBCT

"

And furthermore, I have a cs file linking to the component with this code:

namespace BlazorUnityServer.Pages.Unity.Test
{
public partial class Index : ComponentBase
{
[Inject] IJSRuntime js { get; set; }

    protected override async Task OnAfterRenderAsync(bool firstRender)
    {
        if (firstRender)
        {
            Console.WriteLine("OnAfterRenderAsync--------------");
            await this.js.InvokeVoidAsync("Test.start");
            Console.WriteLine("OnAfterRenderAsync--------------");
        }
    }
}

}

The Test.start runs in a javascript file called run.js with this code:

window.Test = {
start: function () {
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 = "unity/Test/Build";
    var loaderUrl = buildUrl + "/Test.loader.js";
    var config = {
        dataUrl: buildUrl + "/Test.data",
        frameworkUrl: buildUrl + "/Test.framework.js",
        codeUrl: buildUrl + "/Test.wasm",
        streamingAssetsUrl: "StreamingAssets",
        companyName: "DefaultCompany",
        productName: "3DPOCIBCT",
        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)) {
        // 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";
        canvas.className = "unity-mobile";

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


    } else {
        // Desktop style: Render the game canvas in a window that can be maximized to fullscreen:

        canvas.style.width = "960px";
        canvas.style.height = "600px";
    }

    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);
            };
        }).catch((message) => {
            alert(message);
        });
    };

    document.body.appendChild(script);

},

};

And i have configured MIME types in Program.cs like so:

app.UseStaticFiles();

var provider = new FileExtensionContentTypeProvider();
provider.Mappings[“.unityweb”] = “application/octet-stream”;

app.UseStaticFiles(new StaticFileOptions
{
FileProvider = new PhysicalFileProvider(Path.Combine(Directory.GetCurrentDirectory(), “wwwroot”)),
ContentTypeProvider = provider
});

However, it doesnt seem to be working. When i run the server in Chrome, the unity window doesnt show up.

Any ideas on how to get this working?

Thanks in advance!