How do install a plugin?

So I got the htmlTexturePlugin from the unity wiki here http://wiki.unity3d.com/index.php?title=HtmlTexturePlugin

and I’m not sure how to get it to work. I dropped the bundle I downloaded into unity and I got it to install something called htmlTexture. Then I placed the sample code they have on the wiki into a script and placed that script on a plane. But I got back a bunch of errors. One error was" ‘m_Texture’ does not exist in the current context". Here is the code I used. `using UnityEngine;
using System.Collections;

public class htmlTexture : MonoBehaviour {

public int width =512;
public int height = 512;
void Start() {

m_Texture = new Texture2D (width, height, TextureFormat.ARGB32, false);
m_Texture.Apply();
htmlTexture_start(m_Texture.GetInstanceID(), width, height, "http://google.com");
// put the texture on something
transform.renderer.sharedMaterial.mainTexture = m_Texture;

}

void Update() {
htmlTexture_update( m_Texture.GetInstanceID() );
}

void OnApplicationQuit() {
htmlTexture_stop();
}
}`

You need to declare m_Texture’s type.

I hate unofficial tutorials for exactly this reason. Why would someone provide that example code in such a flawed state? O_o

You need this line in your class to make m_Texture a class variable:

Texture2D m_Texture;

I’m still having problems getting this code to work. Is this how you setup the code?

using UnityEngine;
using System.Collections;
using System;
using System.Runtime.InteropServices;
using System.Text;
 
public class DisplayWebpage : MonoBehaviour {
 
	[DllImport ("htmlTexture")]
	private static extern void htmlTexture_start( int textID, int width, int height, string url );
	//	creates the offscreen window and webview
	//	url: initial URL to display, use null for none
	//	width, height: currently must be a power of 2 (i.e. 128, 256, 512, 1024) due to my using GL_TEXTURE2D
 
	[DllImport ("htmlTexture")]
	private static extern void htmlTexture_stop();
	// releases all windows and webview; use on quit
 
	[DllImport ("htmlTexture")]
	private static extern void htmlTexture_update ( int texID );
	// makes bitmap of the webview and loads it into openGL with the given texture ID
 
	//
	// browser functions
	//
	// as you'd expect, handles any URL, HTML and CSS that webkit can
	//
 
	[DllImport ("htmlTexture")]
	private static extern void htmlTexture_setURL( int texID, string url);
 
	[DllImport ("htmlTexture")]
	private static extern void htmlTexture_getURL( int texID, StringBuilder url, int stringCapacity);
	// to get the current URL, you need to pass in a StringBuilder and its capacity (to
	// avoid buffer overflow errors)
 
	[DllImport ("htmlTexture")]
	private static extern void htmlTexture_goBack( int texID );
 
	[DllImport ("htmlTexture")]
	private static extern void htmlTexture_goForward( int texID );
 
	[DllImport ("htmlTexture")]
	private static extern void htmlTexture_sendJavascript( int texID, string js);
	// sends a string to the webview's javascript interpreter
	// will return a string result as soon as I get the Marshall class figured out
 
	[DllImport ("htmlTexture")]
	private static extern void htmlTexture_sendJavascript( int texID, string js, StringBuilder result, int stringCapacity);
	// sends a string to the webview's javascript interpreter
	// will return a string result 
 
 
	[DllImport ("htmlTexture")]
	private static extern void htmlTexture_sendKeypress( int texID, string s);
 
 
	//
	// these functions simulate a mouse event in the webview
	//
 
	[DllImport ("htmlTexture")]
	private static extern void htmlTexture_mousemoved( int texID, int _x, int _y );
 
	[DllImport ("htmlTexture")]
	private static extern void htmlTexture_mousedown( int texID,  int _x, int _y );
 
	[DllImport ("htmlTexture")]
	private static extern void htmlTexture_mouseup( int texID, int _x, int _y );
 
	[DllImport ("htmlTexture")]
	private static extern void htmlTexture_leftclick( int texID, int _x, int _y );
	// leftclick = a mousemoved, mousedown, and mouseup 
 
	// 
	public int width =512;
	public int height = 512;
    Texture2D m_Texture;
	void Start() {
		m_Texture = new Texture2D (width, height, TextureFormat.ARGB32, false);
		m_Texture.Apply();
		htmlTexture_start(m_Texture.GetInstanceID(), width, height, "http://google.com");
		// put the texture on something
		transform.renderer.sharedMaterial.mainTexture = m_Texture;
	}
	 
	void Update() {
		htmlTexture_update( m_Texture.GetInstanceID() );
	}
	 
	void OnApplicationQuit() {
		htmlTexture_stop();
	}
	void OnMouseUp()
	{
		RaycastHit hit;
		if (Physics.Raycast (Camera.main.ScreenPointToRay(Input.mousePosition), out hit)) {
			int x = width - (int) (hit.textureCoord.x * width); 
			int y = height - (int) (hit.textureCoord.y * height); 
			htmlTexture_mouseup(m_Texture.GetInstanceID(), x, y );
		}
	}
	// 
}

Please let me know if you have any differences / suggestions