This repo contains the SDK code and a Unity 2017.4 project that provides examples.
The SDK currently supports the following Unity targets:
- Desktop Win/macOS/Linux
- Android
- iOS
- WebGL
- Unity 2017.4 or later.
Build Settings
->Player Settings
->Configuration
set as follows:Scripting Runtime Version
:Experimental (.NET 4.6 Equivalent)
API Compatibility Level
:.NET 4.6
LoomChainClient
provides the means to communicate with a Loom DAppChain from a Unity game, while
the Contract
class provides a more convenient abstraction that streamlines invoking methods on
a specific smart contract running on a DAppChain.
If you haven't done so already now would be a good time to read through the Unity SDK Quickstart.
Create a new .proto
file in the Assets\Protobuf
directory, refer to Google Protocol Buffers
for syntax details etc. You'll need to download the protoc
compiler to generate C# classes
from the .proto
files.
The relevant command will look something like this:
protoc \
-I<install path>/protoc-3.5.1/include \
-I<project path>/Assets/Protobuf \
--csharp_out=<project path>/Assets/Protobuf \
<project path>/Assets/Protobuf/sample.proto
The sample authSample
scene expects a local Loom DAppChain node to be running on localhost
, if
you decide to change the default host/ports the node runs on you'll need to update the host/ports in
authSample.cs
to match.
When you run the sample scene you will see three buttons that are hooked up to call the
corresponding methods in Assets/authSample.cs
, these must be pressed in the correct order:
- Press the
Sign In
button to generate a new random identity, once you've signed up/in you should see the text above the button change toSigned in as ...
. - Once the textbox indicates you're signed in you can press the
Call SetMsg
button to call theSetMsg
method in theBluePrint
smart contract, this method will store a key/value in the smart contract state. If the method executes without error the textbox should change toSmart contract method finished executing.
. You can press theCall SetMsg
button again to make another call. Each call to the smart contract actually requires a new transaction to be generated, signed, and then validated by the DAppChain. - Press the
Call SetMsgEcho
button to call theSetMsgEcho
method in theBluePrint
smart contract, similarly toSetMsg
this method will store a key/value in the smart contract, and return the key/value it stored. - You can press the
Call GetMsg
button to send a simple query to theBluePrint
contract.
BuildScripts
folder contains scripts for building loom-unity-sdk.unitypackage for Windows and macOS. Scripts use the UNITY_PATH
environment variable to determine the Unity executable path, if it is set; alternatively, the path can be passed as an argument. As a fallback, standard Unity installation directory might be used.
The package is built to Assets\~NonVersioned\loom-unity-sdk.unitypackage
.
Here are some notes on the dependencies used and how to update them.
Download the latest Chaos.NaCl
package from NuGet, open as a ZIP archive, use the lib\net40\Chaos.NaCl.dll
assembly.
Download the latest Google.Protobuf
package from NuGet, open as a ZIP archive, use the lib\net45\Google.Protobuf.dll
assembly.
Clone https://github.com/sta/websocket-sharp, build the Release
configuration, the output assembly is bin\Release\websocket-sharp.dll
.
Download the latest net461dllsAOT.zip
release artifact from https://github.com/Nethereum/Nethereum/releases. Only those assemblies are used by the SDK:
Nethereum.ABI.dll
Nethereum.Contracts.dll
Nethereum.Hex.dll
Nethereum.JsonRpc.Client.dll
Nethereum.Model.dll
Nethereum.RLP.dll
Nethereum.RPC.dll
Nethereum.Util.dll
BouncyCastle.Crypto.dll
Common.Logging.Core.dll
Newtonsoft.Json.dll
The SDK contains quite a bit of dependencies, so there is a high chance that a Unity project will contain another version of a dependency for other purposes. Since Unity doesn't have any dependency management for third-party SDKs yet, all dependencies have Loom.
prefix added to their namespaces. To do this, AssemblyNamespaceChanger tool is used. The relevant version is already present n the repo.
- Acquire/build all dependency assemblies.
- Copy them into the
BuildScripts\PrefixDependencies\Original
folder. - Run the
BuildScripts\PrefixDependencies\prefix-dependencies.cmd
script. It will prefix the assemblies and put them into theBuildScripts\PrefixDependencies\Processed
folder. - Copy the prefixed assemblies from
BuildScripts\PrefixDependencies\Processed
toUnityProject\Assets\LoomSDK\Plugins
.