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[DISCONTINUED] uWebKit - Chromium WebView for Unity 5

Discussion in 'Assets and Asset Store' started by uWebKit.com, Aug 1, 2013.

  1. uWebKit.com

    uWebKit.com

    Joined:
    Feb 16, 2013
    Posts:
    119
    @Venryx: That is very cool on the shader tweaking. We need to add some API for disabling the process exit check when under the debugger. I created an issue for this: https://github.com/uWebKit/uWebKit/issues/17

    @Madhur: It seems there are missing images in that html, what happens if you ensure all the images exist? The stretching is stranged, but maybe the layout is undefined with missing image tags?

    - Josh
    http://www.uWebKit.com
     
  2. frt

    frt

    Joined:
    Feb 11, 2013
    Posts:
    1
    Why is uWebKit so slow?
    I'm rendering to a 1024x512 texture with youtube and it show with like 10 fps.
     
  3. peter-bp

    peter-bp

    Joined:
    Feb 19, 2014
    Posts:
    2
    Hi,

    I bought uWebKit Pro a while ago and I'm now running into a couple of issues.

    Issue 1:
    Running uWebKit in a windows standalone player, locking the computer, waiting until the screensaver appears and then unlocking it again, will cause uWebKit to output "Process has exited" and not working anymore. The webpage is still being rendered, but it's unresponsive.

    Reproduce:
    • Open uWebKitExamples/Scenes/Example2WebGUI.unity
    • Make sure the URL in WebGUI GameObject points to http://www.google.com
    • Build a windows standalone player with the scene "Example2WebGUI"
    • Run the built player
    • Wait until the goggle page appears, enter text in the search field
    • Lock your computer (Ctrl+Alt+DEL then "Lock Computer")
    • Wait until the screensaver kicks in
    • Unlock the computer again
    • The webpage is now unresponsive, entering text doesn't work anymore
    The "output_log.txt" file contains the following messages:
    Code (csharp):
    1.  
    2. HandleD3DDeviceLost
    3.   HandleD3DDeviceLost: still lost
    4. Skipped frame because GfxDevice is in invalid state (device lost)
    5.  
    6. HandleD3DDeviceLost
    7.   HandleD3DDeviceLost: needs reset, doing it
    8. FullResetD3DDevice
    9. ResetD3DDevice
    10. dev->Reset
    11. D3Dwindow device not lost anymore
    12.  
    13. Process has exited
    14.  
    Unity does restore the device and the application itself is responsive and works, but the webpage displayed via uWebKit doesn't work anymore. The last message "Process has exited" comes from uWebKit as far as I know.


    Issue 2:
    Selecting text from a text-field doesn't work in the editor and windows standalone builds.

    Reproduce:
    • Open uWebKitExamples/Scenes/Example2WebGUI.unity
    • Make sure the URL in WebGUI GameObject points to http://www.google.com
    • Hit the Play button to start the example
    • Wait until the goggle page appears
    • Type "Hello World" into the text field on google.com
    • Try to select the text with your mouse
    • Try to select the text with your keyboard (eg Shift+ArrowLeft or Ctrl+A)

    Any help is appreciated.
     
  4. unclebob301

    unclebob301

    Joined:
    Jan 29, 2014
    Posts:
    20
    Hi

    I wonder if I could ask a couple of questions? I did download a trial but other events took over before I could finish exploring and evaluating.

    1. Is it possible to capture a URL and then save it playerprefs? In game favourites/bookmarks for example.
    2. Should you destroy each instance a browser is closed, for example a player character creation tool with each stage being completed?
    3. My project only needs one browser and one view open at one time, this does not need to be done on mobile devices (yet) would the standard be suitable.

    Thanks in advance.

    Bob
     
  5. peter-bp

    peter-bp

    Joined:
    Feb 19, 2014
    Posts:
    2
    Hi,

    I wonder if there is an option in uWebKit to turn off http pipelining?

    We experience problems on some servers where the client sends two GET requests at once, followed by a third one. But there are only two responses for those three requests so the remaining request stalls from this point on and then times out after 30 seconds. The result of that is 1) that it looks like the website freezed for 30 seconds and 2) sometimes it can't recover and website isn't displayed at all.

    While this is not an issue in uWebKit per se, but most likely also a webserver problem, it would be very useful to have an option to turn off http pipelining in uWebKit. This allows developers to decide whether to use pipelining and risk that some servers might have problems serving the client with responses.

    How can I disable http pipelining in uWebKit?
     
  6. markiboy2all

    markiboy2all

    Joined:
    Nov 6, 2013
    Posts:
    4
    Hi,

    today I downloaded the trial version to check uWebKit out. I thought it was possible to get variables from the website that is shown on the view and use them in unity self. I tried to get this working ( My guess was it had something to do with Bridge) and read the APIReference pdf. can somebody suply me with some simple example code? I hope you can help me out.

    cheers

    mark
     
  7. uWebKit.com

    uWebKit.com

    Joined:
    Feb 16, 2013
    Posts:
    119
    @peter-bp: Thanks for the reports on the GitHub issue tracker. Under the hood, uWebkit uses Qt which has all kinds of application support. It appears that there is indeed a way to turn off HTTP Pipelining. Please see the "QNetworkRequest::HttpPipeliningAllowedAttribute" section of: http://qt-project.org/doc/qt-5/QNetworkRequest.html. We do offer a source license which allows low level customization and whereby you can build your own binaries. This does seem like a useful feature. The real difficulty in adding stuff like this to uWebKit is that it is difficult to test with various server setups. We found this out when adding the proxy support for 1.5

    @unclebob301: Yes, you can store a full url and reuse it later. I would suggest hiding the view and reusing it, however if you tear it down and bring it back up this would also work. uWebKit has a separate web rendering process, which is isolated from Unity. If you don't need multiple simultaneous views, SSL, or views greater than 1024x1024, standard should be fine for your purposes.

    @markiboy2all: If you open up the browser example and click the Unity info page bookmark, you'll see variables and callbacks being passed. The meat of this example is here: https://github.com/uWebKit/uWebKit/blob/UWEBKIT-151/uWebKit/Assets/uWebKitExamples/Scripts/WebBrowser/UnityInfoPage.cs

    Cheers,
    - Josh
    http://www.uWebKit.com
     
  8. markiboy2all

    markiboy2all

    Joined:
    Nov 6, 2013
    Posts:
    4
    @Josh: Thanks for the quick reply. I checked out the example and I was able to send a variable from unity (c#) to the webpage. I still could not trigger a javascript function on the website from unity (c#).

    the function on the webpage looks like;
    Code (csharp):
    1.  
    2. <script>
    3. function Myfunction(MyParrameter){
    4. //do my function things here
    5. }
    6. </script>
    7.  
    I want execute the function when I press a GUI button:
    Code (csharp):
    1.  
    2. if(GUI.Button(new Rect(700,25,75,25),"Submit")){
    3.     //Execute function here
    4. }
    5.  
    hope you can help me out again!

    cheers,

    mark
     
  9. madhur

    madhur

    Joined:
    May 16, 2012
    Posts:
    86
    Hi,
    I'm testing uwebkit pro trial version. There in the examples,under Example2WebGUI scene, instead of google url I added https://www.google.com/#q=us+places+to+visit. Because I need to check the google carousal. But I can't see the carousal when I run it through uwebkit. But if I use that url in any other browser I can see the carousal.
    Also I tested by setting google.com as the url in the uwebkit and then searched like "places to visit in US". In all the other browsers I can see the carousal , but when I do it though uwebkit I can't see it.
    What is the reason for that? How can I make it to work in uwebkit?

    Thanks
     
  10. Rutty03153

    Rutty03153

    Joined:
    Nov 21, 2013
    Posts:
    5
    Hi,
    I'm currently testing the trial version, functionality seems great so far except one minor issue I can't seem to find a solution for, the app I'm building is all touchscreen based and can't use a physical keyboard, we have an on-screen keyboard built for unity already so this isn't a particular issue but Unity, to my knowledge at least, has no way of 'faking' a real keyboard key press, C#'s SendKeys.Send would be perfect but doesn't seem to be supported in Unity. Obviously the issue with this is that it means that sending typed input to an instance of the browser doesn't seem to be possible currently. Hoping I've overlooked something obvious but would appreciate any help with this if possible.

    Edit: Additional question as well, the app I'm building needs a table mode where the scene rotates to allow people to sit anywhere around it and rotate it to work properly, currently this is achieved in the app by rotating one object. The webview needs a separate function to rotate it because it defaults to the standard 'right way up', to get around this I tried using this code:

    Vector2 pivotPoint = new Vector2(Screen.width / 2, Screen.height / 2);
    GUIUtility.RotateAroundPivot(angle, pivotPoint);

    however while the view rotates correctly the hit areas for touch events don't rotate at all, I have tried to avoid GUI functions throughout most of the project so am unsure if there is a better way to do this which will fix those hit areas or not. Again, advice appreciated.

    Thanks,
    Martin
     
    Last edited: Mar 19, 2014
  11. Ray-Williams

    Ray-Williams

    Joined:
    Mar 19, 2014
    Posts:
    1
    Hi, I am on the 7-days trial and I find some problems with uWebKit.
    I hope to drag a link like every navigator can do, but it seems not supported.
    Is there any way to solve this problem?Thank you.
     
  12. Jean-Fabre

    Jean-Fabre

    Joined:
    Sep 6, 2007
    Posts:
    429
    Hi,

    I am currently testing uWebkit, and I am wondering if local html files are supported, like pointing to the streamingAssets or the Resources Folder, we have html5/js/css content fully local, and we would like to use uWebkit for this.

    Is it possible? I see the "html text" property, but is that going to properly lookup the various js libraries and css defined in the html?

    Bye,

    Jean
     
  13. Mikie

    Mikie

    Joined:
    Dec 27, 2011
    Posts:
    367
    Giving uWebkit a try. Did the browser to my Droid 2. 4.2.2. Starts to load then goes backs back to Droid's main screen.
     
  14. uWebKit.com

    uWebKit.com

    Joined:
    Feb 16, 2013
    Posts:
    119
    @markiboy2all: Have a look at the UnityInfoPage.cs javascript, you'll need to invoke the C# function using the Unity object on the page "Unity.invoke", once you've registered the function. The example C# has everything in it, you can test it by clicking the button on the page in the example web browser.

    @madhur: When hitting that url, google redirects to "https://www.google.com/search?q=us+places+to+visit&cad=h" which may be due to the user agent (ie. the page not thinking the page is supported). I added a ticket to add a method to override the user agent.

    @Rutty03153: Unity 4.x's event system can be difficult, uWebKit handles keyboard/mouse by generating commands. So, it should be possible to simulate key strokes and mouse events. You can see the code that does this here: https://github.com/uWebKit/uWebKit/blob/UWEBKIT-151/uWebKit/Assets/uWebKit/UWKView.cs#L765 , once the math is right you should be able to get that transform working. The WebTexture example does this with a rotating webview: https://github.com/uWebKit/uWebKit/...Examples/Scripts/WebTexture/WebTexture.cs#L92

    @RayWilliams: uWebKit supports clicking on a link, however dragging a link to the address bar is not supported by the example browser.

    @Jean Fabre: Yes, you can load local html/css with the file:// protocol. You should use http://docs.unity3d.com/Documentation/ScriptReference/Application-dataPath.html to get the folder of your Application's dataPath and then you should be able to add to streamingAssets/Resources and relative links should handle things from there.

    @Mikie: uWebKit supports Windows/OSX and iOS.

    - Josh
    http://www.uWebKit.com
     
  15. Jean-Fabre

    Jean-Fabre

    Joined:
    Sep 6, 2007
    Posts:
    429
    Hi, Unfortunatly, that doesn't work on IOS. I think first "file://" is not needed, but then, even without it says that the

    The odd thing is that the same file plays just fine with UniWebView... I am a bit puzzled.

    Hopefully this is something indeed supported vy uWebKit.

    Bye,

    Jean
     
  16. strobegen

    strobegen

    Joined:
    May 24, 2012
    Posts:
    8
    Hi,
    I just tried play with trial,
    in demo scenes on iOS it's looks like any video from youtube is always played only as fullscreen
    - is it possible to play videos from youtube directly on webpage?
     
  17. ippdev

    ippdev

    Joined:
    Feb 7, 2010
    Posts:
    3,850
    Question for the devs of uWebKit and others using it so I can greenlight a contract proposal or not.. Potential client wants a tarot card reader. No sweat for the unity webplayer and I have one nearly finished. However they want it to run on iOS ... but not as an app but as html5... so a google search brought me here. Beyond the simple dynamics of flipping, picking and shuffling cards and laying them out they want to collect emails addys of users. Do I need the Standard or Pro version of uWebKit? Is this a simple process..add the package, configure a few things and compile..whereupon they can upload it to their site and it will function on iOS devices? Any bugaboos or cautions I should be aware of?

    THX
    Randy
     
  18. uWebKit.com

    uWebKit.com

    Joined:
    Feb 16, 2013
    Posts:
    119
    @Jean Fabre: What is the url being specified, iOS uses UIWebView internally and the full Obj-C is included: https://developer.apple.com/library...ence/UIWebView_Class/Reference/Reference.html

    @strobegen: YouTube videos will play using the iOS Video Player.

    @ippdev: HTML5 on iOS is a bit limited (no WebGL being the main thing). As I mentioned above, UIWebView is used internally, so if it works on the standard iOS Browser it should work with uWebKit. The standard version would be fine for this purpose.

    - Josh
    http://www.uWebKit.com
     
  19. ippdev

    ippdev

    Joined:
    Feb 7, 2010
    Posts:
    3,850
    That being said will a simple card shuffle, cut and flip to a layout with about 80 to 100 grfx be able to work in this scenario? I ask because I am not sure about what the iOS browser will handle and whether what I am doing would necessarily use WebGL..

    TIA
     
  20. fgembry

    fgembry

    Joined:
    Oct 31, 2013
    Posts:
    1
    Hello,

    I am trying out the pro version right now. I was wondering if there is Silverlight support as the pages I have to load are not displaying properly.

    Thank you,
    FGembry
     
  21. jimmy_liao

    jimmy_liao

    Joined:
    May 11, 2014
    Posts:
    1
    Hi uWebKit.com,
    I want play a video use the html5 tag <video> from a local file , So I used a simple html5 files as a test .

    The following is test.html Snippet :
    <!DOCTYPE HTML>
    <html>
    <body>
    <video controls autoplay loop style="width:640px;height:360px;">
    Your browser can't support HTML5 video
    <source src="test.mp4" />
    </video>
    </body>
    </html>

    This test file in the Chrome Browser is able to play test.mp4 , but use uWebKit it show "Your browser can't support HTML5 video" .

    How can I paly a local .mp4 file use uWebKit ?

    P.S. I use the Example1Browser example and Change the URL becomes file:///C:/Users/jia_long/Desktop/test.html .
     
  22. facepunch

    facepunch

    Joined:
    Apr 7, 2013
    Posts:
    7
    Any plans to support Linux?
     
  23. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,572
    I'd like to report a bug. I was working on my new game and I chose Components -> Audio Source to show only game objects that have an Audio Source. So far so good, the list of game objects is correct. Next, I removed the Audio Source component from one of the game objects. At this point, a larger list of game objects was suddenly displayed (not all game objects, but not only those with Audio sources). I don't think that is supposed to happen.

    I hope you can reproduce this bug and fix it :) Otherwise, we are very much enjoying your plugin!
     
  24. fcore7777

    fcore7777

    Joined:
    Dec 31, 2012
    Posts:
    5
    Hi,
    After login to Facebook and get Invitation Friends. I need to show Request Dialog to invite friend play my app.
    How can I do that with uWebKit Pro?
    Thanks!
     
  25. uWebKit.com

    uWebKit.com

    Joined:
    Feb 16, 2013
    Posts:
    119
    fgembry: There is NPAPI plugin support, so if the NPAPI version of Silverlight is installed (the one for Firefox, etc) it might work.

    jimmy_liao: The current version does not support HTML5 video. We are working on an update to support it.

    facepunch: We do have plans to support Linux once Unity 5 out.

    @jerotas: That's really strange. Does this seem like a Unity issue? Have you tried this with a clean project?

    @fcore7777: Are you using the example Facebook login to get the access token? At that point you should be able to use the Facebook API from your web page: https://github.com/uWebKit/uWebKit/...KitExamples/Scripts/Facebook/FacebookLogin.cs

    - Josh
    http://www.uWebKit.com
     
  26. sebbe

    sebbe

    Joined:
    Oct 18, 2009
    Posts:
    6
    Crash when using input type="file" in webview.

    Hi, I have a problem with the plugin when showing forms with file inputs.

    The setup is that I show a register form in a webview. The user has the ability to select a file for use as his avatar. The file select box shows up fine and I can select a file. But on OK that player/editor crashes.

    Unity is 4.3.4f1 on Window 7 Pro 64-bit. Project is for Windows Standalone 32-bit.

    Register page is hosted online and retrieved using http:// protocol.

    I have downloaded the version of uWebKit that has the caret color fix. Not sure what version number that is.

    Any help is appreciated.
     
  27. rattlesnake

    rattlesnake

    Joined:
    Jul 18, 2013
    Posts:
    138
    Hi there !

    I'm very interested in your product. Is there any plan to integrate a PDF viewer on windows plateform (important for me) ?

    Second question :
    I'm playing a photo album with uwebkit. It's running great on my personnal computer (win 7 64 bits in admin mode).
    But on the computers of my office (win7 64 bit not in admin), the album is buggy (no photo preview and the return button doesn't work at all).
    Is there any updates to do on windows ? Did you see similar problems ?

    Thx a lot !
     
    Last edited: Jun 23, 2014
  28. TheCheese

    TheCheese

    Joined:
    Nov 25, 2009
    Posts:
    82
    Hi,
    I'm attempting to create an HTML based UI for an application I'm creating. In order to get smartrects + transparency working, I'm using the shader + UWKView fix posed by Venryx on the 2nd page.

    That works fine on windows/mac projects, but transparency does not seem to work on iOS with 2D web views at all - although it does seem to work with 3D textures.
    Is it possible to have transparent div elements on iOS with 2D web views?

    Thanks!
     
  29. rattlesnake

    rattlesnake

    Joined:
    Jul 18, 2013
    Posts:
    138
    I had the same issue. uwebKit is working very well into the Editor, but when I exported it was very slow.
    But In the player settings I changed the size to 1280X720 and now it's very faaast.
     
  30. abaumann

    abaumann

    Joined:
    Jun 22, 2013
    Posts:
    3
    Hi,

    I'm using the current unity3D Pro version (4.5.1) and the current uWebKit version (7 day demo version 1.5 ).
    I'm using unity3D Pro on my MacBook Pro Bootcamp Windows 7 64 Bit Ultimate.

    I have tested the Example4WebTexture.
    Everything works as aspected as long as the URL has no localhost as the host part of the URL.
    I have tried http://localhost or http://localhost:9000.
    If I use this kind of URL I got no error but something is routing the URL to:

    http://www.google.com/search?q=http://localhost:9000

    If pres the play button the Hierachy shows UKWCore Object with child object UKWView_WebTextureExample.
    UKWView_WebTextureExample has a property URL which contains the URL http://www.google.com/search?q=http://localhost:9000.

    I'm absolute sure that my web app is running correctly under http://localhost:9000 but it looks like that no HTTP connection could be established if the URL starts with http://localhost.

    Changing the URL to http://www.google.com/search?q=http://localhost:9000 is potentially the standard behavior of the browser.

    What I have to do to ensure that URL's with localhost could be used ?


    Best regards

    Andreas
     
  31. uWebKit.com

    uWebKit.com

    Joined:
    Feb 16, 2013
    Posts:
    119
    @sebbe: Unfortunately, a file browser for local file selection is not currently supported.

    @rattlesnake: PDF display is not currently supported on Windows/OSX. There shouldn't be any requirement to run in admin mode, is it possible to run in admin on the work computers and see if it makes a difference? Could this be a proxy issue?

    @TheCheese: You should be able to set transparency on iOS via the Transparency property of the view: https://github.com/uWebKit/uWebKit/blob/UWEBKIT-151/uWebKit/Assets/uWebKit/UWKView.cs#L223

    @abaumann: Thanks for reporting this, what is happening is that the LoadURL is trying to be too smart. Primarily for the example browser, I have flagged this to be fixed. You can modify it to just load the URL as requested or use 127.0.0.1 instead: https://github.com/uWebKit/uWebKit/blob/UWEBKIT-151/uWebKit/Assets/uWebKit/UWKView.cs#L1047

    Regards,
    - Josh
    http://www.uwebkit.com
     
    abaumann likes this.
  32. abaumann

    abaumann

    Joined:
    Jun 22, 2013
    Posts:
    3
    Hi Josh,

    Thank you for your hint. I have changed that and it works.
    Now I have another problem.
    My Webapplication is shown (using the WebTexture examble).
    If I hits the links the View all works fine.
    But I have another use case which is not working as expected.
    In this use case I have a GUI.Button.

    void OnGUI ()
    {
    if (!Valid)
    return;

    if (!KeyboardEnabled)
    return;

    View.ProcessKeyboard (Event.current);
    Rect brect = new Rect (0, 0, 120, 40);

    if (GUI.Button (brect, "Link Click")) {

    Debug.Log ("Link Click");
    View.LoadURL("http://127.0.0.1:9000/mobile#/incident/info");
    }
    }

    If I click on the button the View is rendering the page represented by the URL but after that (0.5 seconds) it is rendering start start page which is defined by the URL parameter.

    Should I use another method ?
    It looks like, that LoadURL is not the same as clicking on a link which is in the rendered View object.

    Best regards

    Andreas


     
  33. rattlesnake

    rattlesnake

    Joined:
    Jul 18, 2013
    Posts:
    138
    Thanks for your answer Josh !

    In fact it's a firewall issue.
    To sum up : I have a local photo album to play with uWebKit (so no internet connexion is needed).

    I tested my application on an other computer to compare and... the firewall is saying "UWKProcess.exe is trying to access internet" and I need to allow the permission. If not, the album is not running properly (especially the javascript part : buttons etc)...

    However I can't change the rules of the firewall of my office.
    With other solutions like Awesomium or Berkelium there are no firewall issues at all.

    I would like to stay on uWebKit (I have the demo for now) but what can I do ? Is there any property I can modify to let it works ?

    Kind regards.
    Seb
     
    Last edited: Jun 25, 2014
  34. uWebKit.com

    uWebKit.com

    Joined:
    Feb 16, 2013
    Posts:
    119
    Can you post your full script maybe as a Github gist? Are there any calls to load the URL member outside of the view creation?

    - Josh


     
  35. uWebKit.com

    uWebKit.com

    Joined:
    Feb 16, 2013
    Posts:
    119
    Are you running in the Unity Editor on these machines? If you do a deployment, you should not be having any internet access with UWKProcess.exe on the firewalled computer.

    - Josh


     
  36. rattlesnake

    rattlesnake

    Joined:
    Jul 18, 2013
    Posts:
    138
    Hi again Josh !

    Last Edit :

    My problem is solved.
    I had an issue because my album (generated automatically by Jalbum) contains some distant javascripts and local javascript files (if no internet connexion) this was perturbating uWebKit.
    I didn't have theses bugs with awesomium for exemple...

    So now it's fix as far as I see :D

    Thank you for your time !!!
     
    Last edited: Jun 26, 2014
  37. abaumann

    abaumann

    Joined:
    Jun 22, 2013
    Posts:
    3
    Hi Josh,


    I made some additional tests.
    I think my problem is more related to the application.
    I use another application and this works ==> it was not a problem of the UWebKit :) !!!


    Best regards

    Andreas


    >>>>>>
    Now I have another problem.
    My Webapplication is shown (using the WebTexture examble).
    If I hits the links the View all works fine.
    But I have another use case which is not working as expected.
    In this use case I have a GUI.Button.
    .....
    >>>>>>
     
  38. TheCheese

    TheCheese

    Joined:
    Nov 25, 2009
    Posts:
    82
    Hi,
    Back in the original thread an issue was mentioned about multitouch not working while UWebKit was enabled. A reply came back saying that would be fixed in version 1.5.
    I have version 1.5 and it doesn't seem to be fixed. Will this fix be coming in a future version?

    Thanks.
     
  39. CheeryDach_Bryan

    CheeryDach_Bryan

    Joined:
    Jul 10, 2013
    Posts:
    7
    Hi,

    http://krpano.com/tours/weingut/
    This url could be opened using Mac's Unity platform but it didn't work on Windows.
    I'm wondering if you could help me to check what happened in the windows uwebkit.
    Many thanks.
     
  40. Hateweaver

    Hateweaver

    Joined:
    Jun 2, 2013
    Posts:
    2
    Hey there! We have a game out in the field (Windows only) that uses uWebKit to take care of embedding webpages in our Unity app – it has been great!. The game itself is a very fast paced, network demanding beast. We have some players on WiFi that while they are in the game get lots of lag spikes. We can repro here in the studio. I've spent a couple days digging into it and the culprit appears to be *something* uWebKit is doing, every 11 seconds, causes every nearby wireless access point to send the machine the game is running on a WiFi Management Probe Response. These things are 300+ bytes in size and if you have a bunch of access points nearby – it causes a large spike for a second – which is what is tanking the game’s connection. I can run the exact same build of the game, but just go rename UWKProcess.exe (so that our game can’t find it) and there is no issue.


    At a casual level you can see it by just pinging your gateway with a –t so it repeats, then run an app with uWebKit in it. You’ll see a spike in the ping. At a more detailed level you can use an analyzer, I’m using NetMon 3.4, and if you set your parse filter to wifi.management – you’ll see these big bursts of WiFi protocol level Management Probe responses appear every 11 seconds. Depending on your Windows setup – you may see them as well every 60 seconds with NOTHING running (it is the base level windows network discovery thing running to look for APs – nothing we can do about those).


    I know you guys are using the QT network layer, I know that they support network sessions with Application Level Roaming. It is possible this is a configuration in how uWebKit initializes QT? Is there a way we can have it (as an option for devs using uWebKit) not use QT’s Bearer Management at all? (if that is what is generating the Wifi: Management Requests?).


    Any options here would be a huge help, we are in a pickle!
    -----------------------------------------------------------------------------------------

    Some additional info: There is a F2P Steam game called March of War that also uses uWebKit. I can see the same network issue when that game is running as when ours does (wifi manangement probe responses causing a ping spike every 10 seconds or so). However their spikes are about a third the size of ours. Looking in their install, their version of UWKProcess.exe uses the QT 5.2 release. The version of uWebKit we are on uses QT 4.8.4.
     
    Last edited: Jul 9, 2014
  41. uWebKit.com

    uWebKit.com

    Joined:
    Feb 16, 2013
    Posts:
    119
    @TheCheese: Here is a fix for the multitouch issue on iOS:

    in UWKWebView.mm after:

    rootView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, width, height)];

    add:

    rootView.multipleTouchEnabled = YES;

    @CherryDach_Brya: Could you describe the issue a bit more, were things rendered differently between platforms?

    @Hateweaver: Thanks for the report, we are looking into it.

    - Josh
     
  42. rattlesnake

    rattlesnake

    Joined:
    Jul 18, 2013
    Posts:
    138
    Hi Josh !

    I was looking to buy uWebKit. Seems like the 2.0 version is almost ready ? In how many days ?
    Thx a lot !
     
  43. uWebKit.com

    uWebKit.com

    Joined:
    Feb 16, 2013
    Posts:
    119
    uWebKit 2.0 Beta1 is now available for download and testing. uWebKit 2.0 is a ground up rewrite of the core uWebKit technology. The full C# and C++ code are hosted on GitHub. Please check out the beta and report any issues to the GitHub Issue Tracker

    Download uWebKit 2.0 Beta1

    For download information, please see Getting Started with uWebKit 2.0

    What is uWebKit2?

    A robust and easy way to add HTML5 web content to your PC/Mac application.

    When will it be available?

    uWebKit2 is currently in open beta and available for download from Github. We plan to release the binary version on the Unity Asset Store after the beta period.

    How much will it cost?

    uWebKit2 will be inline with other Unity assets under no-nonsense licenses for both Binary and Source licensees. uWebKit2 is a free upgrade for all uWebKit1 license holders. uWebKit2 has many improvements and we recommend all uWebKit1 users upgrade once available. Please note that we will continue supporting iOS solely in the uWebKit1 product.

    uWebKit2 for Unity Pro Features:
    • Excellent integration with the Unity3D editor with simple deployment
    • Example scenes and prefabs, Multitab Browser, 2D WebGUI, 3D WebTexture, Javascript Messaging, more coming soon
    • Support for many HTML5 web standards including content and cookie caching, CSS3, video, and local storage
    • Javascript: evaluation with return values, bidirectional messaging using JSON, persistent Javascript Objects
    • HTTPS support for secure connections
    • IME support for Chinese, Japanese, Korean, etc
    • Full C#/C++ source hosted on *GitHub*, compile and fork without relying on a black box!
    • Windows/Mac 32/64 bit platforms
    • High performance Direct3D9/11 and OpenGL renderers
    • Web rendering implemented as a subprocess, keeps your application memory space clean with ability to restart the web process on demand
    • No nonsense binary and source licensing (Binary version coming soon to the Asset Store)
    Cheers,
    - Josh
    http://www.uWebKit.com
     
    Last edited: Jul 12, 2014
  44. uWebKit.com

    uWebKit.com

    Joined:
    Feb 16, 2013
    Posts:
    119
  45. kushal d

    kushal d

    Joined:
    Oct 25, 2012
    Posts:
    3
    Hi,

    Can i use the current BETA version which is on Github for Commercial purpose ? If not, Where can I buy uWebKit, as i need it urgently. Links to uWebKit Store doesn't seem to be working

    Awaiting to hear from you asap

    Thanks
     
  46. uWebKit.com

    uWebKit.com

    Joined:
    Feb 16, 2013
    Posts:
    119
    Hello Kushal, I responded to your email directly.

    - Josh
     
  47. TheFulla

    TheFulla

    Joined:
    Jul 21, 2014
    Posts:
    16
    I find it odd that you have stopped support for the iOS devices, whats the main reasoning for that? I was hoping to see it supported in the uWebKit 2 version as it has nice HTML5 video rendering.
     
  48. uWebKit.com

    uWebKit.com

    Joined:
    Feb 16, 2013
    Posts:
    119
  49. Hamesh81

    Hamesh81

    Joined:
    Mar 9, 2012
    Posts:
    405
    Hi, I have noticed that the purchase link for UWebKit is down on the website, I wanted to make a purchase so I am wondering if this will be made available before V2 is released or is V1 no longer being supported? Also will V2 be supporting the new GUI system available in Unity 4.6 & 5 or will the examples be using the "legacy" GUI system?
     
  50. uWebKit.com

    uWebKit.com

    Joined:
    Feb 16, 2013
    Posts:
    119
    Hello Hamesh81,

    uWebKit2 is technically in beta, however it is being used by studios for development. The beta package is available on the GitHub site. If you would like to purchase a license for uWebKif2, ping us at sales@uwebkit.com

    uWebKit1 is being supported, however it is no longer being sold. If you are using uWebKit1 and would like to purchase this version, that works too. uWebKit2 is a free upgrade for uWebKit1 users.

    The current samples are using the current Unity GUI system. Once 4.6/5.0 are in general release. We will provide examples using uGUI as well.

    - Josh