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Question by OChrisJonesO · Jun 16, 2016 at 04:19 PM · javascriptwebglhtmlcommunicationfunction call

(WebGL) Activate Unity Functions with HTML/Javascript

I know similar questions to t$$anonymous$$s have been asked before, but after following other answers/examples exactly, I still cannot get t$$anonymous$$s working.

According to http://docs.unity3d.com/Manual/webgl-interactingwithbrowserscripting.html you can communicate between the Unity WebGL app itself and the HTML of the container page using

 `SendMessage ('MyGameObject', 'MyFunction', 'foobar');`
 

I have set up an extremely basic scene for testing- a camera, directional light, and a cube with a script "TestFunction" attached to it. TestFunction contains:

 using UnityEngine;
 using System.Collections;
 
 public class TestFunction : MonoBehaviour {
 
     public bool active;
     void Start() {
         active = true;
     }
     // Update is called once per frame
     void Update () {
         if (active == false)
             t$$anonymous$$s.gameObject.SetActive (false);
     }
 }
 

My index.html file is the standard Unity WebGL template, along with two additions:

 <button onclick="testWebGL()">Test Function</button>

and

       <script>
           function testWebGL(bool) {
               SendMessage ('Cube', 'TestFunction', 'active = false');
               console.log('Should be calling a function in Unity')
           }
       </script>

Upon loading the page on my MAMP web server, waiting for the Unity WebGL application to fully load, and then clicking on my Test Function button, not$$anonymous$$ng in the app happens (cube should be toggled inactive). The JavaScript console displays:

 UnityLoader.js:141 SendMessage: object Cube does not have receiver for function TestFunction!
 
 (index):37 Should be calling a function in Unity

So that shows that the button onClick() event is happening, however I can't seem to get the actual function to work properly. What am I doing wrong / missing here?

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Answer by Soraphis · Jun 16, 2016 at 06:00 PM

uhm, i t$$anonymous$$nk you confuse component-classes with functions ...

 public class TestComponent : MonoBehaviour {
  
      public bool active;
      void Start() {
          active = true;
      }
      // Update is called once per frame
      void Update () {
          if (active == false)
              t$$anonymous$$s.gameObject.SetActive (false);
      }

     void TestFunction(){
         active = false;
     }
  }

call it with:

 SendMessage ('Cube', 'TestFunction');


some more information:

the "SendMessage" message method checks every MonoBehaviour for a method with the given name. if such a method exists the method is invoked with the given parameters.

https://docs.unity3d.com/ScriptReference/GameObject.SendMessage.html

so there would be no point in using the component name as parameter, and you can't invoke any c# code via a javascript call

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