react-unity-webgl
Advanced tools
Comparing version 8.2.6 to 8.3.0
@@ -8,2 +8,3 @@ import "../declarations/unity-instance"; | ||
* The UnityContext passed by the props. | ||
* @private | ||
* @type {UnityContext} | ||
@@ -14,2 +15,3 @@ */ | ||
* The UnityLoader service instance. | ||
* @private | ||
* @type {UnityLoaderService} | ||
@@ -20,2 +22,4 @@ */ | ||
* A reference to the html canvas element the UnityInstance will use. | ||
* @private | ||
* @type {HTMLCanvasElement} | ||
*/ | ||
@@ -27,2 +31,3 @@ private htmlCanvasElementReference?; | ||
* for both 'progress' and 'loaded' when the progression hits a value of '1'. | ||
* @private | ||
* @param {number} progression | ||
@@ -34,2 +39,3 @@ */ | ||
* reference and starts the mounting of the UnityInstance. | ||
* @public | ||
*/ | ||
@@ -40,2 +46,3 @@ componentDidMount(): void; | ||
* UnityInstance which will clear it from the memory. | ||
* @public | ||
*/ | ||
@@ -45,2 +52,11 @@ componentWillUnmount(): void; | ||
* Initialized the Unity Loader and mounts the UnityInstance to the component. | ||
* During this cycle the unity loader service will append the loader script | ||
* using a new script tag and will continue when the script tag is loaded | ||
* succesfully. Then the Unity Instance Paramters will be constructed, these | ||
* consist out of the spreaded provided unityConfig, optional devicePixelRatio | ||
* and matchWebGLToCanvasSize passed via props. Finally the unity Instance | ||
* will be created. | ||
* @private | ||
* @async | ||
* @returns {Promise<void>} a promise resolving when Unity loaded correctly. | ||
*/ | ||
@@ -50,2 +66,3 @@ private mountUnityInstance; | ||
* Renders the unity wrapper and player. | ||
* @public | ||
* @returns {React.ReactNode} element | ||
@@ -52,0 +69,0 @@ */ |
@@ -76,2 +76,3 @@ "use strict"; | ||
* The UnityContext passed by the props. | ||
* @private | ||
* @type {UnityContext} | ||
@@ -82,2 +83,3 @@ */ | ||
* The UnityLoader service instance. | ||
* @private | ||
* @type {UnityLoaderService} | ||
@@ -92,10 +94,11 @@ */ | ||
* for both 'progress' and 'loaded' when the progression hits a value of '1'. | ||
* @private | ||
* @param {number} progression | ||
*/ | ||
Unity.prototype.onProgress = function (progression) { | ||
this.unityContext.invokeEventListener("progress", progression); | ||
this.unityContext.dispatchEventListener("progress", progression); | ||
if (progression === 1) { | ||
this.unityContext.invokeEventListener("loaded"); | ||
this.unityContext.dispatchEventListener("loaded"); | ||
if (typeof this.htmlCanvasElementReference !== "undefined") | ||
this.unityContext.invokeEventListener("canvas", this.htmlCanvasElementReference); | ||
this.unityContext.dispatchEventListener("canvas", this.htmlCanvasElementReference); | ||
} | ||
@@ -106,2 +109,3 @@ }; | ||
* reference and starts the mounting of the UnityInstance. | ||
* @public | ||
*/ | ||
@@ -114,2 +118,3 @@ Unity.prototype.componentDidMount = function () { | ||
* UnityInstance which will clear it from the memory. | ||
* @public | ||
*/ | ||
@@ -121,6 +126,16 @@ Unity.prototype.componentWillUnmount = function () { | ||
* Initialized the Unity Loader and mounts the UnityInstance to the component. | ||
* During this cycle the unity loader service will append the loader script | ||
* using a new script tag and will continue when the script tag is loaded | ||
* succesfully. Then the Unity Instance Paramters will be constructed, these | ||
* consist out of the spreaded provided unityConfig, optional devicePixelRatio | ||
* and matchWebGLToCanvasSize passed via props. Finally the unity Instance | ||
* will be created. | ||
* @private | ||
* @async | ||
* @returns {Promise<void>} a promise resolving when Unity loaded correctly. | ||
*/ | ||
Unity.prototype.mountUnityInstance = function () { | ||
return __awaiter(this, void 0, void 0, function () { | ||
var _unityInstanceParameters, _unityInstance, error_1; | ||
var _unityInstanceParameters, _unityInstance, message_1; | ||
var _this = this; | ||
return __generator(this, function (_a) { | ||
@@ -133,3 +148,11 @@ switch (_a.label) { | ||
_a.sent(); | ||
_unityInstanceParameters = __assign(__assign({}, this.unityContext.unityConfig), { devicePixelRatio: this.props.devicePixelRatio || undefined, matchWebGLToCanvasSize: this.props.matchWebGLToCanvasSize || undefined }); | ||
_unityInstanceParameters = __assign(__assign({}, this.unityContext.unityConfig), { printErr: function (message) { | ||
return _this.unityContext.dispatchEventListener("error", message); | ||
}, print: function (message) { | ||
return _this.unityContext.dispatchEventListener("debug", message); | ||
} }); | ||
if (this.props.devicePixelRatio !== undefined) | ||
_unityInstanceParameters.devicePixelRatio = this.props.devicePixelRatio; | ||
if (this.props.matchWebGLToCanvasSize !== undefined) | ||
_unityInstanceParameters.matchWebGLToCanvasSize = this.props.matchWebGLToCanvasSize; | ||
return [4 /*yield*/, createUnityInstance(this.htmlCanvasElementReference, _unityInstanceParameters, this.onProgress.bind(this))]; | ||
@@ -141,4 +164,5 @@ case 2: | ||
case 3: | ||
error_1 = _a.sent(); | ||
console.error("Error while creating the Unity Instance", error_1); | ||
message_1 = _a.sent(); | ||
this.unityContext.dispatchEventListener("error", message_1); | ||
console.error("A problem occurred while mounting", message_1); | ||
return [3 /*break*/, 4]; | ||
@@ -152,2 +176,3 @@ case 4: return [2 /*return*/]; | ||
* Renders the unity wrapper and player. | ||
* @public | ||
* @returns {React.ReactNode} element | ||
@@ -154,0 +179,0 @@ */ |
@@ -8,2 +8,3 @@ /** | ||
* Sends a message to the UnityInstance to invoke a public method. | ||
* @public | ||
* @param gameObjectName the name of the game object in your Unity scene. | ||
@@ -16,2 +17,3 @@ * @param methodName the name of the public method on the game object. | ||
* Enables or disabled the fullscreen mode of the UnityInstance. | ||
* @public | ||
* @param fullScreen sets the fullscreen mode. | ||
@@ -23,3 +25,4 @@ */ | ||
* and removes it from the memory. | ||
* @returns a promise whether the application did quit. | ||
* @public | ||
* @returns {Promise<void>} a promise whether the application did quit. | ||
*/ | ||
@@ -26,0 +29,0 @@ Quit(): Promise<void>; |
@@ -5,2 +5,3 @@ export default interface IUnityConfig { | ||
* keep in mind this is relative from the path where your html file is served. | ||
* @public | ||
* @type {string} | ||
@@ -12,2 +13,3 @@ */ | ||
* keep in mind this is relative from the path where your html file is served. | ||
* @public | ||
* @type {string} | ||
@@ -19,2 +21,3 @@ */ | ||
* keep in mind this is relative from the path where your html file is served. | ||
* @public | ||
* @type {string} | ||
@@ -26,2 +29,3 @@ */ | ||
* keep in mind this is relative from the path where your html file is served. | ||
* @public | ||
* @type {string} | ||
@@ -33,2 +37,3 @@ */ | ||
* keep in mind this is relative from the path where your html file is served. | ||
* @public | ||
* @type {string} | ||
@@ -39,2 +44,3 @@ */ | ||
* The applications company name. | ||
* @public | ||
* @type {string} | ||
@@ -45,2 +51,3 @@ */ | ||
* The applications product name. | ||
* @public | ||
* @type {string} | ||
@@ -51,11 +58,7 @@ */ | ||
* The applications product version. | ||
* @public | ||
* @type {string} | ||
*/ | ||
productVersion?: string; | ||
/** | ||
* Unity Module injection. | ||
* @type {Object} | ||
*/ | ||
modules?: Object; | ||
} | ||
//# sourceMappingURL=unity-config.d.ts.map |
@@ -34,2 +34,12 @@ /** | ||
/** | ||
* Both the Unity Loader and your Unity Application Instance can send debug | ||
* messages. The Internal messages, as commonly sent by the Unity Loader | ||
* mostly contain information about the instanciation process of your Unity | ||
* Application. The messages send from your Unity Application mostly consist | ||
* of Debug Log messages invoked by the source of your CSharp project or any | ||
* of your used modules. By default none of these messages are written to the | ||
* console. | ||
*/ | ||
debug: [string]; | ||
/** | ||
* The quitted event is emitted in two cases, when the Unity component is | ||
@@ -36,0 +46,0 @@ * unmounted, and when Application.Quit is invoked from within your Unity |
export default interface IUnityEvent { | ||
/** | ||
* The events name. It will be triggered by the name. | ||
* @public | ||
* @type {string} | ||
@@ -8,4 +9,4 @@ */ | ||
/** | ||
* The events callback. This event will be triggered | ||
* when the | ||
* The events callback. This event will be triggered when the event is dispatched. | ||
* @public | ||
* @type {Function} | ||
@@ -12,0 +13,0 @@ */ |
@@ -5,2 +5,3 @@ export default interface IUnityInstanceParameters { | ||
* keep in mind this is relative from the path where your html file is served. | ||
* @public | ||
* @type {string} | ||
@@ -12,2 +13,3 @@ */ | ||
* keep in mind this is relative from the path where your html file is served. | ||
* @public | ||
* @type {string} | ||
@@ -19,2 +21,3 @@ */ | ||
* keep in mind this is relative from the path where your html file is served. | ||
* @public | ||
* @type {string} | ||
@@ -26,2 +29,3 @@ */ | ||
* keep in mind this is relative from the path where your html file is served. | ||
* @public | ||
* @type {string} | ||
@@ -32,2 +36,3 @@ */ | ||
* The applications company name. | ||
* @public | ||
* @type {string} | ||
@@ -38,2 +43,3 @@ */ | ||
* The applications product name. | ||
* @public | ||
* @type {string} | ||
@@ -44,2 +50,3 @@ */ | ||
* The applications product version. | ||
* @public | ||
* @type {string} | ||
@@ -49,12 +56,8 @@ */ | ||
/** | ||
* Unity Module injection. | ||
* @type {Object} | ||
*/ | ||
modules?: Object; | ||
/** | ||
* The Canvas can appear too blurry on retina screens. The devicePixelRatio | ||
* determines how much extra pixel density should be added to allow for a | ||
* sharper image. | ||
* @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio | ||
* @public | ||
* @type {number} | ||
* @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio | ||
*/ | ||
@@ -67,8 +70,25 @@ devicePixelRatio?: number; | ||
* Supported since Unity 2021.1b | ||
* @requires Unity_2021_1b | ||
* @see https://issuetracker.unity3d.com/issues/webgl-builds-dont-allow-separate-control-on-canvas-render-buffer-size | ||
* @public | ||
* @type {boolean} | ||
* @see https://issuetracker.unity3d.com/issues/webgl-builds-dont-allow-separate-control-on-canvas-render-buffer-size | ||
*/ | ||
matchWebGLToCanvasSize?: boolean; | ||
/** | ||
* When assigned this method will intercept all incomming messages from the | ||
* Unity Module into the console. These messages will contain both of the | ||
* internal information messages as well as the debuggers log messages. | ||
* @public | ||
* @type {Function} | ||
*/ | ||
print?: (message: string) => void; | ||
/** | ||
* When assigned this method will intercept all incomming error logs from the | ||
* Unity Module into the console. These messages will contain both of the | ||
* runtime problems as well as the jslib and javascript errors thrown by the | ||
* Unity Instance. | ||
* @public | ||
* @type {Function} | ||
*/ | ||
printErr?: (message: string) => void; | ||
} | ||
//# sourceMappingURL=unity-instance-parameters.d.ts.map |
@@ -6,2 +6,3 @@ import { CSSProperties } from "react"; | ||
* The Context which should be rendered be the Unity Component. | ||
* @public | ||
* @type {UnityContext} | ||
@@ -12,2 +13,3 @@ */ | ||
* The Class Name will be applied to the Canvas. | ||
* @public | ||
* @type {string} | ||
@@ -18,2 +20,3 @@ */ | ||
* The styles will be applied to the Canvas. | ||
* @public | ||
* @type {CSSProperties} | ||
@@ -26,4 +29,5 @@ */ | ||
* strokes anymore. | ||
* @see https://stackoverflow.com/a/60854680 | ||
* @public | ||
* @type {number} | ||
* @see https://stackoverflow.com/a/60854680 | ||
*/ | ||
@@ -35,4 +39,5 @@ tabIndex?: number; | ||
* sharper image. | ||
* @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio | ||
* @public | ||
* @type {number} | ||
* @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio | ||
*/ | ||
@@ -45,4 +50,5 @@ devicePixelRatio?: number; | ||
* Supported since Unity 2021.1.0b8 | ||
* @see https://issuetracker.unity3d.com/issues/webgl-builds-dont-allow-separate-control-on-canvas-render-buffer-size | ||
* @public | ||
* @type {boolean} | ||
* @see https://issuetracker.unity3d.com/issues/webgl-builds-dont-allow-separate-control-on-canvas-render-buffer-size | ||
*/ | ||
@@ -49,0 +55,0 @@ matchWebGLToCanvasSize?: boolean; |
@@ -11,2 +11,3 @@ import "../declarations/global"; | ||
* A reference to the Unity Instance binded to this unityContext. | ||
* @private | ||
* @type {UnityInstance} | ||
@@ -17,2 +18,3 @@ */ | ||
* A list of the UnityEvents binded to this unityContext. | ||
* @private | ||
* @type {IUnityEvent[]} | ||
@@ -28,2 +30,3 @@ */ | ||
* Sets the reference of the UnityInstance. | ||
* @public | ||
* @param {UnityInstance} unityInstance the target unityInstance. | ||
@@ -34,2 +37,3 @@ */ | ||
* Quits the Unity Instance and clears it from memory. | ||
* @public | ||
*/ | ||
@@ -39,2 +43,3 @@ quitUnityInstance(): void; | ||
* Sends a message to the UnityInstance to invoke a public method. | ||
* @public | ||
* @param {string} gameObjectName the name of the game object in your Unity scene. | ||
@@ -49,2 +54,3 @@ * @param {string} methodName the name of the public method on the game object. | ||
* your custom events from Unity. | ||
* @public | ||
* @param {string} eventName the event name | ||
@@ -56,9 +62,11 @@ * @param {Function} eventListener the event function | ||
/** | ||
* Invokes an event listener that has been registered using the on function. | ||
* Dispatches an event listener that has been registered using the on method. | ||
* @public | ||
* @param {string} eventName the event name | ||
* @param {Function} eventValue the event value | ||
* @param {any} eventValue the event value | ||
*/ | ||
invokeEventListener(eventName: string, eventValue?: any): void; | ||
dispatchEventListener(eventName: string, eventValue?: any): void; | ||
/** | ||
* Enables or disabled the fullscreen mode of the UnityInstance. | ||
* @public | ||
* @param {boolean} enabled | ||
@@ -65,0 +73,0 @@ */ |
@@ -16,2 +16,3 @@ "use strict"; | ||
* A list of the UnityEvents binded to this unityContext. | ||
* @private | ||
* @type {IUnityEvent[]} | ||
@@ -26,2 +27,3 @@ */ | ||
* Sets the reference of the UnityInstance. | ||
* @public | ||
* @param {UnityInstance} unityInstance the target unityInstance. | ||
@@ -34,2 +36,3 @@ */ | ||
* Quits the Unity Instance and clears it from memory. | ||
* @public | ||
*/ | ||
@@ -40,3 +43,3 @@ UnityContext.prototype.quitUnityInstance = function () { | ||
this.unityInstance.Quit().then(function () { | ||
_this.invokeEventListener("quitted"); | ||
_this.dispatchEventListener("quitted"); | ||
_this.unityInstance = undefined; | ||
@@ -47,2 +50,3 @@ }); | ||
* Sends a message to the UnityInstance to invoke a public method. | ||
* @public | ||
* @param {string} gameObjectName the name of the game object in your Unity scene. | ||
@@ -63,2 +67,3 @@ * @param {string} methodName the name of the public method on the game object. | ||
* your custom events from Unity. | ||
* @public | ||
* @param {string} eventName the event name | ||
@@ -80,7 +85,8 @@ * @param {Function} eventListener the event function | ||
/** | ||
* Invokes an event listener that has been registered using the on function. | ||
* Dispatches an event listener that has been registered using the on method. | ||
* @public | ||
* @param {string} eventName the event name | ||
* @param {Function} eventValue the event value | ||
* @param {any} eventValue the event value | ||
*/ | ||
UnityContext.prototype.invokeEventListener = function (eventName, eventValue) { | ||
UnityContext.prototype.dispatchEventListener = function (eventName, eventValue) { | ||
for (var _i = 0, _a = this.unityEvents; _i < _a.length; _i++) { | ||
@@ -94,2 +100,3 @@ var _unityEvent = _a[_i]; | ||
* Enables or disabled the fullscreen mode of the UnityInstance. | ||
* @public | ||
* @param {boolean} enabled | ||
@@ -96,0 +103,0 @@ */ |
export default class UnityLoaderService { | ||
/** | ||
* A reference to all UnityLoader script tags and their respective urls. | ||
* @private | ||
* @type {Array<{ url: string; htmlScriptElement: HTMLScriptElement; }>} | ||
@@ -9,2 +10,3 @@ */ | ||
* A reference to the document head. | ||
* @private | ||
* @type {HTMLHeadElement} | ||
@@ -17,4 +19,5 @@ */ | ||
* resolving a type check on the createUnityInstance method is done. | ||
* @public | ||
* @param {string} url the path to the Unity loader file | ||
* @returns A promise when resolving when the file is loaded succesfulling. | ||
* @returns {Promise<void>} A promise when resolving when the file is loaded succesfulling. | ||
*/ | ||
@@ -25,2 +28,3 @@ addFromUrl(url: string): Promise<void>; | ||
* is loaded and rejects when it failed to load. | ||
* @private | ||
* @param {string} url The url of the script | ||
@@ -27,0 +31,0 @@ * @returns A promise containing the HTML Script Ele,ent |
@@ -43,2 +43,3 @@ "use strict"; | ||
* A reference to the document head. | ||
* @private | ||
* @type {HTMLHeadElement} | ||
@@ -54,4 +55,5 @@ */ | ||
* resolving a type check on the createUnityInstance method is done. | ||
* @public | ||
* @param {string} url the path to the Unity loader file | ||
* @returns A promise when resolving when the file is loaded succesfulling. | ||
* @returns {Promise<void>} A promise when resolving when the file is loaded succesfulling. | ||
*/ | ||
@@ -90,2 +92,3 @@ UnityLoaderService.prototype.addFromUrl = function (url) { | ||
* is loaded and rejects when it failed to load. | ||
* @private | ||
* @param {string} url The url of the script | ||
@@ -112,2 +115,3 @@ * @returns A promise containing the HTML Script Ele,ent | ||
* A reference to all UnityLoader script tags and their respective urls. | ||
* @private | ||
* @type {Array<{ url: string; htmlScriptElement: HTMLScriptElement; }>} | ||
@@ -114,0 +118,0 @@ */ |
{ | ||
"name": "react-unity-webgl", | ||
"version": "8.2.6", | ||
"version": "8.3.0", | ||
"description": "React Unity WebGL provides an easy solution for embedding Unity WebGL builds in your React application, with two-way communication between your React and Unity application with advanced API's.", | ||
@@ -5,0 +5,0 @@ "keywords": [ |
@@ -63,6 +63,6 @@ <div align="center"> | ||
- [Tab Index and Input Keyboard Capturing](#tab-index-and-input-keyboard-capturing) | ||
- [Catching Runtime errors](#catching-runtime-errors) | ||
- [Catching Runtime and Loading Errors](#catching-runtime-and-loading-errors) | ||
- [Receiving Internal and Debug Log Messages](#receiving-internal-and-debug-log-messages) | ||
- [Unmounting, Unloading and Quitting](#unmounting-unloading-and-quitting) | ||
- [Defining the Streaming Assets URL](#defining-the-streaming-assets-url) | ||
- [Overwriting the Unity Modules](#overwriting-the-unity-modules) | ||
- [Providing Application Meta Data](#providing-application-meta-data) | ||
@@ -214,3 +214,3 @@ - [Getting a Reference to the Unity Canvas](#getting-a-reference-to-the-unity-canvas) | ||
{this.state.isGameOver === true && ( | ||
<p>{`Game Over: ${this.state.userName} score: ${this.tate.score}`}</p> | ||
<p>{`Game Over: ${this.state.userName} score: ${this.state.score}`}</p> | ||
)} | ||
@@ -565,9 +565,13 @@ <Unity unityContext={this.unityContext} /> | ||
## Catching Runtime errors | ||
## Catching Runtime and Loading Errors | ||
> Available since version 7.0.5 | ||
> Keep in mind that Unity WebGL production builds contain obfuscation code which might be hard to debug. | ||
> By default Unity Alerts all errors thrown by the Unity Player. This can become very annoying, especially for an experienced web developer. Even though the module catches all of these errors, there is sadly no way to disable the Alert behaviour from outside of your Unity Build. There are two things you can do to disable the alerts, either find and replace the alert in your generated Unity Loader, or overwrite your windows alert method. I'm trying to contact Unity about this, and when a solution is available, I'll be the first to happily implement this. | ||
When your Applications run into a runtime error, you might want to display your players any kind of error screen, or debug the problem yourself. The built-in error event listeners can be used for such cases. On Error is emitted while the Unity Player runs into an error. This is most likely a runtime error. The error details and stack trace are passed along via the parameter. | ||
> Keep in mind that Unity WebGL production builds contain obfuscation code which might be hard to debug. | ||
When something goes wrong during the mounting of your application, this can be caused by various reasons such as an invalid Unity Loader or undefined variable, an error event will be dispatched as well. | ||
@@ -621,2 +625,38 @@ ```ts | ||
## Receiving Internal and Debug Log Messages | ||
> Available since version 8.3.0 | ||
Both the Unity Loader and your Unity Application Instance can send debug messages. The Internal messages, as commonly sent by the Unity Loader mostly contain information about the instanciation process of your Unity Application. The messages send from your Unity Application mostly consist of Debug Log messages invoked by the source of your CSharp project or any of your used modules. By default none of these messages are written to the console. | ||
```ts | ||
function on(eventName: "debug", eventListener: (message: string) => void): void; | ||
``` | ||
#### Example implementation | ||
A basic implementation could look something like this. In the following example we'll push all messages straight to the console. | ||
```jsx | ||
// File: App.jsx | ||
import React, { Component } from "react"; | ||
import Unity, { UnityContext } from "react-unity-webgl"; | ||
const unityContext = new UnityContext({ | ||
loaderUrl: "build/myunityapp.loader.js", | ||
dataUrl: "build/myunityapp.data", | ||
frameworkUrl: "build/myunityapp.framework.js", | ||
codeUrl: "build/myunityapp.wasm", | ||
}); | ||
unityContext.on("debug", (message) => { | ||
console.log(message); | ||
}); | ||
const App = () => { | ||
return <Unity unityContext={unityContext} />; | ||
}; | ||
``` | ||
## Unmounting, Unloading and Quitting | ||
@@ -701,37 +741,2 @@ | ||
## Overwriting the Unity Modules | ||
> Available since version 6.1.1 | ||
Overwrites the Unity Modules. | ||
```tsx | ||
<IUnityConfig>{ | ||
module: Object, | ||
}; | ||
``` | ||
#### Example implementation | ||
A basic implementation could look something like this. | ||
```jsx | ||
// File: App.jsx | ||
import React from "react"; | ||
import Unity, { UnityContext } from "react-unity-webgl"; | ||
const unityContext = new UnityContext({ | ||
loaderUrl: "build/myunityapp.loader.js", | ||
dataUrl: "build/myunityapp.data", | ||
frameworkUrl: "build/myunityapp.framework.js", | ||
codeUrl: "build/myunityapp.wasm", | ||
module: {}, | ||
}); | ||
const App = () => { | ||
return <Unity unityContext={unityContext} />; | ||
}; | ||
``` | ||
## Providing Application Meta Data | ||
@@ -886,3 +891,3 @@ | ||
for (var i = 0; i < arraySize; i++) | ||
scores.push(HEAPF32[(scoresFloatArray >> 2) + arraySize]); | ||
scores.push(HEAPF32[(scoresFloatArray >> 2) + i]); | ||
ReactUnityWebGL.SubmitScores(scores); | ||
@@ -889,0 +894,0 @@ }, |
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