Unity web open custom html after build - unity3d

I made a custom html file for my Unity web project. Though after building my project, it opens the default pre-made one. Is there a way to make Unity open my own html file instead of the default one?

You're looking for the Web Player Templates manual page.
In your Assets folder, create a folder named WebPlayerTemplates, and put your template in there. You'll need an HTML file. To help make this slightly easier, Unity will look in that HTML for certain tokens that it can replace with data from the project.
For example, one such tag is %UNITY_WEB_PATH%, which will be replaced with the path to your built project file.
Some tags include:
UNITY_WEB_NAME Name of the webplayer.
UNITY_WIDTH UNITY_HEIGHT Onscreen width and height of the player in
pixels.
UNITY_WEB_PATH Local path to the webplayer file.
UNITY_UNITYOBJECT_URL In the usual case where the page will download
UnityObject2.js from the Unity’s website (ie, the Offline Deployment
option is disabled), this tag will provide the download URL.
UNITY_UNITYOBJECT_DEPENDENCIES The UnityObject2.js have dependencies
and this tag will be replaced with the needed dependencies for it to
work properly.
In every deployment I've seen, the WebPlayer plugin is is launched via JavaScript, by instantiating a UnityObject2 and calling its initPlugin method:
var u = new UnityObject2();
u.initPlugin(jQuery("#unityPlayer")[0], "Example.unity3d");
The above assumes that you have a div with id #unityPlayer, and that Example.unity3d is a valid path to your Unity build file.
In practice, though, I recommend working from Unity's generated HTML files; they include some failsafes for cases where the WebPlayer plugin isn't installed or fails to load. The manual page linked above also has HTML source examples which include some of those special tags.
UnityObject2 does have some advanced features, which are also documented in the manual. If your game needs to communicate with the outer web page, that is also possible.

Related

Hugo deploy and delete not necessary files

I'm developing a new Hugo site and in this case I thought to create also a template so.I can use for future site.
Well in the template there are tons of vendor files and library because depending of the pages that the site will implement these library will be used. The problem is on the deploy. For example I use Line icons library that has a lot of .png files. (For example 200 files).
Well in the template I put all the files but could happen that in the site that implement this template I use only five icons. Is there a way that look around the final HTML and the usage of the icons and delete in the public folder the not necessary files?
Not directly.
You would need to add an utility script to your template, in order for any user implementing said template to be able to call this script on demand.
That script should then be able to:
analyze the HTML files generated in public_html
cleanup the icons accordingly

Multi-page Airconsole controller?

I'm just starting to create a controller for use with Airconsole. I'd like it to be somewhat complicated and will be using Angular to create different pages.
In Unity, I can drag in a controller.html file. However, I've been getting resource not found errors when I try to access say controller.js or controller.css. How can I upload multliple files to the Airconsole host? Is there a general pattern used by other games?
So far I'm considering
hosting my app separately and just redirecting to my separate web page. This seems to give errors in the emulator though.
Compiling the entire app into just one HTML file.. Not sure how to get these entirely into one file. When I run ng build I get a smaller dist compiled file, but it still consists of several smaller files. Will try dragging that into Unity and trying again. But dragging the entire Angular project inside Unity felt like a really bad idea..
Link to files hosted on separate pages but still have the uploaded HTML file do something.. But not sure how much I need to do here vs how much I can move to other files that I host.
You can create your controller using controller.html with Angular (1?!), have different pages (e.g. via ng-include and the angular routing module) and upload everything to AirConsole (developers).
By using ng-include you can have multiple .html views you dynamically load into the controller.html.
I once wrote an example app for AirConsole and Angular:
https://github.com/francois-n-dream/airconsole-angular-phaser
Just think of it as if you would make a (mobile) website which in addition uses the AirConsole API for device communication.
My basic "how to include other files" question was answered well by another question: How to include js and css.
For the more generic question of working with Angular, I still haven't quite figured it out. But what I'm doing at the moment:
I have an Angular project outside of Unity. I run ng build to compile everything into a folder dist. Then two options work:
Deploy the dist folder to static file hosting and change index.html's relative links to point to the separately hosted files with <base href="https://cloudfilehosting/airconsole-host/">
OR
Copy the dist folder into Unity's Assets/WebGLTemplates/AirConsole folder.

Reusing content of an external webpage in DITA-OT

I tried different method to include the content of an external webpage by url in dita files without success. Is it possible to do it? I can add references to my dita files:
<related-links>
<link href="http://example.com" format="html" scope="external"/>
</related-links>
however I am not able to ddisplay the content of the page in oXygen.
tl;dr: It depends on the external sources and on your publication targets. If you want to publish to PDF, your content needs to be available offline.
What do you exactly mean with content? You can use external sources, e.g. images, if you just publish to html5. Just use the image URL in the href. If you publish to pdf, it would not work. The DITA-OT does not download things for you. Most websites are dynamic, so content is not very static so it may not work as you might expect. Maybe the external website has an API to gather the data you need. Or maybe it would be safer to use the depend.preprocess.pre extension point to hook in an Ant Target to download the external sources via <get> or curl. Another approach would be dita-glass for on-the-fly conversion. But, it depends...

How to add a unity app to a wix site?

I developed a simple app in Unity for a web site. How can I add my app to my wix site?
I tried finding on the web articles on how to do so but found nothing useful.
A web build will provide you with an HTML and a .unity3d file. If your host allows you to embed HTML, take the relevant sections out of the HTML file and upload your .unity3d file.
If your host does not allow you to upload the required .unity3d file, you'll have to host it yourself. This can be on your own server, on a Dropbox, or wherever you find appropriate. This does require a small change in the generated JavaScript.
Inside your HTML file you'll find a line like
u.initPlugin(jQuery("#unityPlayer")[0], "myAwesomeGame.unity3d");
Of course the exact name depends on however your build was named. If you don't host it in the same location as the HTML, you'll need to update this.
Say you're uploading it to your public Dropbox folder. In that case you can get a public link for the Unity3D file. Replace the call above with something like
u.initPlugin(jQuery("#unityPlayer")[0], "https://dl.dropboxusercontent.com/u/XXXXXXXX/myAwesomeGame.unity3d");
and you should be good to go. Of course the same works for other hosts.

Why don't the Target 8 files implement the project as described in the tutorial?

In Target 8: Define a Custom DOM Tag, the reader is told about custom DOM tags that can be created by extending other tags. A sample is described for an example called "x-converter" before listing the files as "These files implement the app:".
The three files are...
a drseuss.html file (not sure why there's a sudden deviation in the project name and the HTML file, as opposed to the matching names in previous tutorials...),
a converter-element.html file,
and a convertercomponent.dart file.
I tried creating a new application in the latest Dart editor, and replaced the default HTML file contents with that of drseuss.html, replaced the default dart file contents with that of convertercomponent.dart, and added converter-element.html file.
After fixing an include issue (the file from the tutorial refers to drseuss.css and not the default project name's CSS file), I only see the following in the Chromium browser.
As you can see, the element described in the tutorial (converter-element) doesn't show up. Why don't the files provided for the project result in what's shown in the tutorial?
For reference, here's what's shown in the tutorial.
Web UI requires the build.dart script which compiles the various components into the executable output HTML+Dart.
Take a look at the parent folder in the github src that you reference, and you will see the build.dart script.
In addition, you will need the pubspec.yaml from that folder, too, which includes web_ui package, which brings in the dwc tool(Dart Web Components compiler) used by build.dart.
Take a look at the article Tools for Web UI for more information about dwc and build.dart, and Target 6 - Getting Started with Web UI which covers similar ground, but in a tutorial format.