@uptimizr/unity 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +108 -0
- package/bridge/README.md +86 -0
- package/bridge/Uptimizr.jslib +95 -0
- package/bridge/UptimizrUnityBridge.cs +259 -0
- package/dist/index.d.ts +22 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +39 -0
- package/dist/index.js.map +1 -0
- package/dist/uptimizr-unity.global.js +58 -0
- package/dist/uptimizr-unity.js +58 -0
- package/package.json +64 -0
package/LICENSE
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Apache License
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Copyright 2026 Uptimizr Contributors
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Licensed under the Apache License, Version 2.0 (the "License");
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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package/README.md
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# @uptimizr/unity
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The **Unity (WebGL export)** connector for Uptimizr (ADR 0045). Unity compiles to
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WebAssembly and renders into a `<canvas>`, so there is no live JS scene to read — this
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connector is built on [`@uptimizr/web-export`](../web-export) and works in **two
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tiers**:
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| Tier | Engine code? | Captures |
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| ----------- | ----------------------------------------------- | --------------------------------------------------------------- |
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| **JS-only** | none | pointer move/click heatmaps, FPS / long frames, JS errors |
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| **Bridged** | a thin copy-in shim (see [`bridge/`](./bridge)) | camera pose → view-direction heatmap, world-space picks, replay |
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Unity's native world frame is **left-handed, y-up, meters** — already Uptimizr's
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canonical wire frame (ADR 0018), so world-space payloads need **no axis conversion**.
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> **Status.** The JS-only tier is covered end to end by the playground's Playwright
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> suite. The bridged tier is **preview**: the `.jslib` shim is sanity-tested under
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> `node:vm` on every `pnpm test`, and the full round trip through a real Unity WebGL
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> export is driven by a Playwright spec against a **local build** of the sample project
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> in [`examples/unity-web-export/`](../../../examples/unity-web-export) — it is labelled
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> **verified against a local build** once a maintainer has run that spec. See
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> [Verifying against a real export](#verifying-against-a-real-export).
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## Install
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```bash
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npm install @uptimizr/unity
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```
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The engine-side bridge is a **copy-in asset** (a `.jslib` plugin + a small
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`MonoBehaviour`), not an npm dependency — see [`bridge/`](./bridge).
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## Usage
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```ts
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import { trackUnity } from "@uptimizr/unity";
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const { client, bridge } = trackUnity({
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projectId: "your-project",
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endpoint: "https://collect.example.com",
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canvas: () => document.querySelector("#unity-canvas"),
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});
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// ... later, on teardown
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await client.stop("manual");
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```
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`trackUnity` creates the client, registers the JS-only tier collector, exposes the
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engine `bridge` (default `window.__uptimizr_unity__`), and starts the session with
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Unity's connector provenance. The JS-only tier captures immediately; wire the
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engine-side shim to `bridge` to add camera pose, picks, and replay.
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### Advanced: wire it up yourself
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```ts
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import { UptimizrClient } from "@uptimizr/sdk-core";
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import { unityCollector, UNITY_FRAME } from "@uptimizr/unity";
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const client = new UptimizrClient({ projectId: "your-project", endpoint: "..." });
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client.use(unityCollector({ canvas: () => document.querySelector("#unity-canvas") }));
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client.start();
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```
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## Engine-side bridge
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The bridged tier needs a thin copy-in shim that pushes world-space pose / picks / FPS
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across Unity's JS interop boundary. It ships in [`bridge/`](./bridge) as two copy-in
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files:
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- **`Uptimizr.jslib`** → copy to `Assets/Plugins/WebGL/Uptimizr.jslib`.
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- **`UptimizrUnityBridge.cs`** → copy under `Assets/` and add the `UptimizrUnityBridge`
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component to a GameObject (it samples the active `Camera`, raycast picks, and FPS).
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Make sure `trackUnity(...)` runs on the host page before the export starts, so the bridge
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global (`window.__uptimizr_unity__`) exists. The shim does **no** coordinate math — it
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pushes Unity's native-frame values and the connector normalizes them. On start it asserts
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the bridge protocol version matches `BRIDGE_PROTOCOL_VERSION` (1). See
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[`bridge/README.md`](./bridge/README.md) for the full contract and the JS API table.
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## Verifying against a real export
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Unity is not part of the JS toolchain, so verification is split in two:
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- **Always on (CI):** `src/__tests__/jslib.test.ts` loads `bridge/Uptimizr.jslib` as
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text, evaluates it in a `node:vm` sandbox with mocked Emscripten globals
|
|
86
|
+
(`mergeInto`, `LibraryManager.library`, `UTF8ToString`, `window`), resolves the
|
|
87
|
+
`$UptimizrUnityBridge` dependency the way Emscripten does, and asserts every export
|
|
88
|
+
forwards to `window.__uptimizr_unity__` — plus that each export declares its `__deps`
|
|
89
|
+
(a missing dep is a silent link-time drop) and that the export set matches the
|
|
90
|
+
`[DllImport]`s in `UptimizrUnityBridge.cs`.
|
|
91
|
+
- **One manual step (maintainer):** the sample Unity 2022.3 LTS project in
|
|
92
|
+
[`examples/unity-web-export/`](../../../examples/unity-web-export) carries copies of
|
|
93
|
+
both bridge files (a lint script fails if they drift), a camera, and three named
|
|
94
|
+
cubes with colliders. Open it in Unity Hub and **File → Build Settings → WebGL →
|
|
95
|
+
Build** into `examples/unity-web-export/dist/` with **Compression Format: Disabled**.
|
|
96
|
+
Then `examples/playground/e2e/unity-export.spec.ts` serves the build, starts
|
|
97
|
+
`trackUnity` **before** `createUnityInstance`, clicks the centre cube, and asserts
|
|
98
|
+
`session_start.connector.name === "unity"`, `camera_sample`, `mesh_interaction`, and
|
|
99
|
+
`frame_perf` reach the collector. Without a build the spec skips (the default in CI).
|
|
100
|
+
|
|
101
|
+
## Privacy
|
|
102
|
+
|
|
103
|
+
No client-side persistent IDs and no PII by default (ADR 0003). `client.stop()` tears
|
|
104
|
+
down every listener, timer, and animation-frame callback.
|
|
105
|
+
|
|
106
|
+
## License
|
|
107
|
+
|
|
108
|
+
Apache-2.0.
|
package/bridge/README.md
ADDED
|
@@ -0,0 +1,86 @@
|
|
|
1
|
+
# Unity engine-side bridge (copy-in asset)
|
|
2
|
+
|
|
3
|
+
The **bridged tier** of the [`@uptimizr/unity`](../) connector (ADR 0045). Unity compiles
|
|
4
|
+
to WebAssembly and renders into a `<canvas>`, so its scene graph lives in WASM linear
|
|
5
|
+
memory and JS cannot read the camera or raycast it passively (unlike the Babylon adapter).
|
|
6
|
+
This folder is the thin **engine-side shim** that pushes that data across the JS interop
|
|
7
|
+
boundary to the connector.
|
|
8
|
+
|
|
9
|
+
> The **JS-only tier** (pointer heatmaps + FPS + JS errors) works with **no** engine code
|
|
10
|
+
> — it reads the `<canvas>` DOM directly. You only need this bridge for the 3D-native
|
|
11
|
+
> channels: camera-pose / view-direction heatmap, world-space picks, scene proxy, and
|
|
12
|
+
> replay.
|
|
13
|
+
|
|
14
|
+
These are **copy-in assets**, not an npm package. They carry **no** analytics logic, IDs,
|
|
15
|
+
or schema knowledge — they only forward Unity's own camera/raycast/perf to the versioned
|
|
16
|
+
JS bridge the connector exposes on `window.__uptimizr_unity__`.
|
|
17
|
+
|
|
18
|
+
## Files
|
|
19
|
+
|
|
20
|
+
| File | What it is |
|
|
21
|
+
| ---------------------------------------------------- | --------------------------------------------------------------------------------------- |
|
|
22
|
+
| [`Uptimizr.jslib`](./Uptimizr.jslib) | Emscripten plugin (`mergeInto(LibraryManager.library, …)`) the C# side calls into. |
|
|
23
|
+
| [`UptimizrUnityBridge.cs`](./UptimizrUnityBridge.cs) | Example `MonoBehaviour` that samples the active `Camera`, picks, and FPS each interval. |
|
|
24
|
+
|
|
25
|
+
## Install
|
|
26
|
+
|
|
27
|
+
1. Copy **`Uptimizr.jslib`** to `Assets/Plugins/WebGL/Uptimizr.jslib` in your Unity
|
|
28
|
+
project. (Unity compiles `.jslib` files under `Plugins/WebGL` into the WebGL build.)
|
|
29
|
+
2. Copy **`UptimizrUnityBridge.cs`** anywhere under `Assets/` and add the
|
|
30
|
+
`UptimizrUnityBridge` component to a GameObject in your scene (e.g. an empty
|
|
31
|
+
`Uptimizr` object). Optionally assign a specific `Camera`; it defaults to
|
|
32
|
+
`Camera.main`.
|
|
33
|
+
3. On the **host page** (the HTML that loads your WebGL export), register the connector
|
|
34
|
+
so `window.__uptimizr_unity__` exists before the export starts pushing:
|
|
35
|
+
|
|
36
|
+
```ts
|
|
37
|
+
import { trackUnity } from "@uptimizr/unity";
|
|
38
|
+
|
|
39
|
+
trackUnity({
|
|
40
|
+
projectId: "your-project",
|
|
41
|
+
endpoint: "https://collect.example.com",
|
|
42
|
+
canvas: () => document.querySelector("#unity-canvas"),
|
|
43
|
+
});
|
|
44
|
+
```
|
|
45
|
+
|
|
46
|
+
On `Start()`, the component asserts the bridge protocol version matches
|
|
47
|
+
`BRIDGE_PROTOCOL_VERSION` (1). If the connector is missing or a different version, it logs
|
|
48
|
+
a warning and disables itself rather than pushing to an incompatible bridge.
|
|
49
|
+
|
|
50
|
+
## The JS API the shim calls
|
|
51
|
+
|
|
52
|
+
The connector exposes an `EngineBridge` on `window.__uptimizr_unity__` (configurable via
|
|
53
|
+
the `bridgeGlobal` option). The `.jslib` plugin forwards to it. **All values are
|
|
54
|
+
world-space in Unity's native frame** — left-handed, y-up, meters, which is already
|
|
55
|
+
Uptimizr's canonical wire frame, so the connector applies the **identity** normalization
|
|
56
|
+
for Unity. The shim does **no** coordinate math.
|
|
57
|
+
|
|
58
|
+
```ts
|
|
59
|
+
interface EngineBridge {
|
|
60
|
+
readonly protocolVersion: number; // assert === BRIDGE_PROTOCOL_VERSION (1)
|
|
61
|
+
pushPose(position: Vec3, forward: Vec3, up: Vec3, fov?: number): void; // fov in radians
|
|
62
|
+
pushPick(objectName: string, hitPoint: Vec3): void;
|
|
63
|
+
pushPerf(fps: number, longFrames?: number): void;
|
|
64
|
+
setSceneProxy(
|
|
65
|
+
nodes: { name: string; aabb: [number, number, number, number, number, number] }[],
|
|
66
|
+
): void;
|
|
67
|
+
dispose(): void;
|
|
68
|
+
}
|
|
69
|
+
```
|
|
70
|
+
|
|
71
|
+
The `.jslib` exposes these to C# (called via `[DllImport("__Internal")]`):
|
|
72
|
+
|
|
73
|
+
| `.jslib` function | Maps to | Notes |
|
|
74
|
+
| --------------------------------- | ----------------- | ---------------------------------------------------------------------------- |
|
|
75
|
+
| `UptimizrUnityGetProtocolVersion` | `protocolVersion` | Returns the version, or `-1` if the connector isn't present yet. |
|
|
76
|
+
| `UptimizrUnityPushPose` | `pushPose` | 9 floats + `fov` (radians); pass `fov < 0` to omit it. |
|
|
77
|
+
| `UptimizrUnityPushPick` | `pushPick` | UTF-8 object name + 3 floats (world hit point). |
|
|
78
|
+
| `UptimizrUnityPushPerf` | `pushPerf` | `fps` + `longFrames` (`< 0` to omit). |
|
|
79
|
+
| `UptimizrUnitySetSceneProxy` | `setSceneProxy` | A JSON string of `{ name, aabb[6] }` nodes (arrays don't cross `DllImport`). |
|
|
80
|
+
|
|
81
|
+
## Privacy (ADR 0003)
|
|
82
|
+
|
|
83
|
+
The shim transmits only low-cardinality, non-PII telemetry: poses, FPS, and
|
|
84
|
+
developer-assigned **named** objects (the GameObject name that was hit). It MUST NOT
|
|
85
|
+
invent identifiers or forward raw input text — the pick channel sends an object name and a
|
|
86
|
+
world point, never pointer coordinates as text or keystrokes.
|
|
@@ -0,0 +1,95 @@
|
|
|
1
|
+
// Uptimizr Unity WebGL bridge — Emscripten `.jslib` plugin (copy-in asset).
|
|
2
|
+
//
|
|
3
|
+
// Part of the `@uptimizr/unity` connector (ADR 0045). This is the **engine-side
|
|
4
|
+
// shim**: a small, dumb plugin that pushes per-sample telemetry from Unity's C#
|
|
5
|
+
// side across the WASM<->JS interop boundary to the browser-side connector. It
|
|
6
|
+
// carries **no** analytics logic, IDs, or schema knowledge — it just forwards to the
|
|
7
|
+
// versioned `EngineBridge` the connector exposes on `window.__uptimizr_unity__`.
|
|
8
|
+
//
|
|
9
|
+
// All world-space values are forwarded in Unity's **native** frame (left-handed,
|
|
10
|
+
// y-up, meters). The connector — not this shim — owns coordinate normalization and
|
|
11
|
+
// schema mapping ("one normalization point", ADR 0018). Do NOT do coordinate math
|
|
12
|
+
// here.
|
|
13
|
+
//
|
|
14
|
+
// Privacy (ADR 0003): only poses, FPS, and developer-named objects cross this
|
|
15
|
+
// boundary. The shim MUST NOT invent identifiers or forward raw input text.
|
|
16
|
+
//
|
|
17
|
+
// Install: copy this file to `Assets/Plugins/WebGL/Uptimizr.jslib` in your Unity
|
|
18
|
+
// project, then add the companion `UptimizrUnityBridge.cs` MonoBehaviour to a
|
|
19
|
+
// GameObject. The C# side calls these via `[DllImport("__Internal")]`.
|
|
20
|
+
mergeInto(LibraryManager.library, {
|
|
21
|
+
// Resolve the connector's EngineBridge, or `null` if the connector has not started
|
|
22
|
+
// yet (the host page must call `trackUnity(...)` / register `unityCollector()`).
|
|
23
|
+
$UptimizrUnityBridge__deps: [],
|
|
24
|
+
$UptimizrUnityBridge: {
|
|
25
|
+
get: function () {
|
|
26
|
+
return typeof window !== "undefined" ? window.__uptimizr_unity__ || null : null;
|
|
27
|
+
},
|
|
28
|
+
},
|
|
29
|
+
|
|
30
|
+
// Returns the bridge protocol version (assert against BRIDGE_PROTOCOL_VERSION on the
|
|
31
|
+
// C# side), or -1 when the connector is not present yet. Lets the shim fail loudly
|
|
32
|
+
// on a contract mismatch instead of silently pushing to an incompatible bridge.
|
|
33
|
+
UptimizrUnityGetProtocolVersion__deps: ["$UptimizrUnityBridge"],
|
|
34
|
+
UptimizrUnityGetProtocolVersion: function () {
|
|
35
|
+
var b = UptimizrUnityBridge.get();
|
|
36
|
+
return b && typeof b.protocolVersion === "number" ? b.protocolVersion : -1;
|
|
37
|
+
},
|
|
38
|
+
|
|
39
|
+
// Push a camera pose. position / forward / up are world-space in Unity's native
|
|
40
|
+
// frame; `fov` is the vertical field of view in **radians**, or < 0 to omit it.
|
|
41
|
+
UptimizrUnityPushPose__deps: ["$UptimizrUnityBridge"],
|
|
42
|
+
UptimizrUnityPushPose: function (px, py, pz, fx, fy, fz, ux, uy, uz, fov) {
|
|
43
|
+
var b = UptimizrUnityBridge.get();
|
|
44
|
+
if (!b) return;
|
|
45
|
+
if (fov >= 0) {
|
|
46
|
+
b.pushPose([px, py, pz], [fx, fy, fz], [ux, uy, uz], fov);
|
|
47
|
+
} else {
|
|
48
|
+
b.pushPose([px, py, pz], [fx, fy, fz], [ux, uy, uz]);
|
|
49
|
+
}
|
|
50
|
+
},
|
|
51
|
+
|
|
52
|
+
// Push a raycast pick: a developer-named object and its world-space hit point in
|
|
53
|
+
// Unity's native frame. `namePtr` is a UTF-8 string pointer from Unity.
|
|
54
|
+
UptimizrUnityPushPick__deps: ["$UptimizrUnityBridge"],
|
|
55
|
+
UptimizrUnityPushPick: function (namePtr, hx, hy, hz) {
|
|
56
|
+
var b = UptimizrUnityBridge.get();
|
|
57
|
+
if (!b) return;
|
|
58
|
+
var name = UTF8ToString(namePtr);
|
|
59
|
+
if (!name) return;
|
|
60
|
+
b.pushPick(name, [hx, hy, hz]);
|
|
61
|
+
},
|
|
62
|
+
|
|
63
|
+
// Push an engine-measured performance sample. `longFrames` < 0 omits the count.
|
|
64
|
+
UptimizrUnityPushPerf__deps: ["$UptimizrUnityBridge"],
|
|
65
|
+
UptimizrUnityPushPerf: function (fps, longFrames) {
|
|
66
|
+
var b = UptimizrUnityBridge.get();
|
|
67
|
+
if (!b) return;
|
|
68
|
+
if (longFrames >= 0) {
|
|
69
|
+
b.pushPerf(fps, longFrames);
|
|
70
|
+
} else {
|
|
71
|
+
b.pushPerf(fps);
|
|
72
|
+
}
|
|
73
|
+
},
|
|
74
|
+
|
|
75
|
+
// Push the scene's spatial proxy. `jsonPtr` is a UTF-8 JSON string of
|
|
76
|
+
// `[{ name: string, aabb: [minX,minY,minZ,maxX,maxY,maxZ] }, ...]` in Unity's
|
|
77
|
+
// native frame (arrays don't cross the DllImport boundary cleanly, so the C# side
|
|
78
|
+
// serializes once). The connector normalizes + builds a wire-correct SceneProxy.
|
|
79
|
+
UptimizrUnitySetSceneProxy__deps: ["$UptimizrUnityBridge"],
|
|
80
|
+
UptimizrUnitySetSceneProxy: function (jsonPtr) {
|
|
81
|
+
var b = UptimizrUnityBridge.get();
|
|
82
|
+
if (!b) return;
|
|
83
|
+
var json = UTF8ToString(jsonPtr);
|
|
84
|
+
if (!json) return;
|
|
85
|
+
var nodes;
|
|
86
|
+
try {
|
|
87
|
+
nodes = JSON.parse(json);
|
|
88
|
+
} catch (e) {
|
|
89
|
+
return;
|
|
90
|
+
}
|
|
91
|
+
if (Array.isArray(nodes)) {
|
|
92
|
+
b.setSceneProxy(nodes);
|
|
93
|
+
}
|
|
94
|
+
},
|
|
95
|
+
});
|