Unity WebGL Calls Rust Wasm
(Jin Qing’s Column, May., 2023)
Reference: https://zenn.dev/ruccho/articles/261136f7bdb003
In this article, a Rust function is compiled into wasm, and then got called by the Unity WebGL.
Rust
Create Rust wasm project from wasm-pack template like this:
E:\temp\ttt2>cargo generate rustwasm/wasm-pack-template --name unity-wasm-example
⚠️ Favorite `rustwasm/wasm-pack-template` not found in config, using it as a git repository: https://github.com/rustwasm/wasm-pack-template.git
🔧 Destination: E:\temp\ttt2\unity-wasm-example ...
🔧 project-name: unity-wasm-example ...
🔧 Generating template ...
🔧 Moving generated files into: `E:\temp\ttt2\unity-wasm-example`...
Initializing a fresh Git repository
✨ Done! New project created E:\temp\ttt2\unity-wasm-example
Edit src/lib.rs:
mod utils;
use wasm_bindgen::prelude::*;
...
#[wasm_bindgen]
pub fn add(lhs: i32, rhs: i32) -> i32 {
lhs + rhs
}
Build:
E:\temp\ttt2\unity-wasm-example>wasm-pack build --target no-modules
[INFO]: 🎯 Checking for the Wasm target...
[INFO]: 🌀 Compiling to Wasm...
...
[INFO]: 📦 Your wasm pkg is ready to publish at E:\temp\ttt2\unity-wasm-example\pkg.
Unity
Create a Unity project, create a script file and drag it onto the camera object:
using System.Runtime.InteropServices;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
[DllImport("__Internal")]
private static extern int add(int lhs, int rhs);
// Start is called before the first frame update
void Start()
{
int z = add(1234, 6789);
Debug.Log($"z={z}");
}
}
Copy pkg/unity_wasm_example.js to Assets/Plugins/unity_wasm_example.jspre.
Delete one line of script_src
, append 4 lines:
let wasm_bindgen;
(function() {
const __exports = {};
let script_src;
if (typeof document !== 'undefined' && typeof document.currentScript !== 'null') {
- script_src = new URL(document.currentScript.src, location.href).toString();
}
let wasm = undefined;
const cachedTextDecoder = (typeof TextDecoder !== 'undefined' ? new TextDecoder('utf-8', { ignoreBOM: true, fatal: true }) : { decode: () => { throw Error('TextDecoder not available') } } );
if (typeof TextDecoder !== 'undefined') { cachedTextDecoder.decode(); };
let cachedUint8Memory0 = null;
function getUint8Memory0() {
if (cachedUint8Memory0 === null || cachedUint8Memory0.byteLength === 0) {
cachedUint8Memory0 = new Uint8Array(wasm.memory.buffer);
}
return cachedUint8Memory0;
}
function getStringFromWasm0(ptr, len) {
ptr = ptr >>> 0;
return cachedTextDecoder.decode(getUint8Memory0().subarray(ptr, ptr + len));
}
/**
*/
__exports.greet = function() {
wasm.greet();
};
/**
* @param {number} lhs
* @param {number} rhs
* @returns {number}
*/
__exports.add = function(lhs, rhs) {
const ret = wasm.add(lhs, rhs);
return ret;
};
async function __wbg_load(module, imports) {
if (typeof Response === 'function' && module instanceof Response) {
if (typeof WebAssembly.instantiateStreaming === 'function') {
try {
return await WebAssembly.instantiateStreaming(module, imports);
} catch (e) {
if (module.headers.get('Content-Type') != 'application/wasm') {
console.warn("`WebAssembly.instantiateStreaming` failed because your server does not serve wasm with `application/wasm` MIME type. Falling back to `WebAssembly.instantiate` which is slower. Original error:\n", e);
} else {
throw e;
}
}
}
const bytes = await module.arrayBuffer();
return await WebAssembly.instantiate(bytes, imports);
} else {
const instance = await WebAssembly.instantiate(module, imports);
if (instance instanceof WebAssembly.Instance) {
return { instance, module };
} else {
return instance;
}
}
}
function __wbg_get_imports() {
const imports = {};
imports.wbg = {};
imports.wbg.__wbg_alert_3dc4baf25d9f67ff = function(arg0, arg1) {
alert(getStringFromWasm0(arg0, arg1));
};
return imports;
}
function __wbg_init_memory(imports, maybe_memory) {
}
function __wbg_finalize_init(instance, module) {
wasm = instance.exports;
__wbg_init.__wbindgen_wasm_module = module;
cachedUint8Memory0 = null;
return wasm;
}
function initSync(module) {
if (wasm !== undefined) return wasm;
const imports = __wbg_get_imports();
__wbg_init_memory(imports);
if (!(module instanceof WebAssembly.Module)) {
module = new WebAssembly.Module(module);
}
const instance = new WebAssembly.Instance(module, imports);
return __wbg_finalize_init(instance, module);
}
async function __wbg_init(input) {
if (wasm !== undefined) return wasm;
if (typeof input === 'undefined' && script_src !== 'undefined') {
input = script_src.replace(/\.js$/, '_bg.wasm');
}
const imports = __wbg_get_imports();
if (typeof input === 'string' || (typeof Request === 'function' && input instanceof Request) || (typeof URL === 'function' && input instanceof URL)) {
input = fetch(input);
}
__wbg_init_memory(imports);
const { instance, module } = await __wbg_load(await input, imports);
return __wbg_finalize_init(instance, module);
}
wasm_bindgen = Object.assign(__wbg_init, { initSync }, __exports);
})();
+ wasm_bindgen(Module.streamingAssetsUrl + "/unity_wasm_example_bg.wasm").then(result => {
+ wasm_bindgen.memory = result.memory;
+ Module["unity_wasm_example"] = wasm_bindgen;
+ });
Create Assets/Plugins/unity_wasm_example.jslib:
mergeInto(LibraryManager.library, {
add: function (lhs, rhs) {
return Module["unity_wasm_example"].add(lhs, rhs);
},
});
Copy pkb/unity_wasm_example_bg.wasm into Assets/StreamingAssets/.
Build the Unity project into WebGL.