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What to do with such an error - "No MonoBehavior scripts in the file, or their names do not match the file name"?
Please tell me what to do ..
Here is the code:
using System.Collections;
using UnityEngine;
public class Name : MonoBehaviour
{
public string Url;
public GUIText status;
WebViewObject webViewObject;
IEnumerator Start()
{
webViewObject = (new GameObject("WebViewObject")).AddComponent<WebViewObject>();
webViewObject.Init(
cb: (msg) =>
{
Debug.Log(string.Format("CallFromJS[{0}]", msg));
status.text = msg;
status.GetComponent<Animation>().Play(webViewObject);
},
err: (msg) =>
{
Debug.Log(string.Format("CallOnError[{0}]", msg));
status.text = msg;
status.GetComponent<Animation>().Play(webViewObject);
},
started: (msg) =>
{
Debug.Log(string.Format("CallOnStarted[{0}]", msg));
},
ld: (msg) =>
{
Debug.Log(string.Format("CallOnLoaded[{0}]", msg));
#if UNITY_EDITOR_OSX || !UNITY_ANDROID
// NOTE: depending on the situation, you might prefer
// the 'iframe' approach.
// cf. https://github.com/gree/unity-webview/issues/189
#if true
webViewObject.EvaluateJS(@"
if (window && window.webkit && window.webkit.messageHandlers && window.webkit.messageHandlers.unityControl) {
window.Unity = {
call: function(msg) {
window.webkit.messageHandlers.unityControl.postMessage(msg);
}
}
} else {
window.Unity = {
call: function(msg) {
window.location = 'unity:' + msg;
}
}
}
");
#else
webViewObject.EvaluateJS(@"
if (window && window.webkit && window.webkit.messageHandlers && window.webkit.messageHandlers.unityControl) {
window.Unity = {
call: function(msg) {
window.webkit.messageHandlers.unityControl.postMessage(msg);
}
}
} else {
window.Unity = {
call: function(msg) {
var iframe = document.createElement('IFRAME');
iframe.setAttribute('src', 'unity:' + msg);
document.documentElement.appendChild(iframe);
iframe.parentNode.removeChild(iframe);
iframe = null;
}
}
}
");
#endif
#endif
webViewObject.EvaluateJS(@"Unity.call('ua=' + navigator.userAgent)");
},
//ua: "custom user agent string",
enableWKWebView: true);
#if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX
webViewObject.bitmapRefreshCycle = 1;
#endif
webViewObject.SetMargins(5, 100, 5, Screen.height / 4);
webViewObject.SetVisibility(true);
#if !UNITY_WEBPLAYER
if (Url.StartsWith("http")) {
webViewObject.LoadURL(Url.Replace(" ", "%20"));
} else {
var exts = new string[]{
".jpg",
".js",
".html" // should be last
};
foreach (var ext in exts) {
var url = Url.Replace(".html", ext);
var src = System.IO.Path.Combine(Application.streamingAssetsPath, url);
var dst = System.IO.Path.Combine(Application.persistentDataPath, url);
byte[] result = null;
if (src.Contains("://")) { // for Android
var www = new WWW(src);
yield return www;
result = www.bytes;
} else {
result = System.IO.File.ReadAllBytes(src);
}
System.IO.File.WriteAllBytes(dst, result);
if (ext == ".html") {
webViewObject.LoadURL("file://" + dst.Replace(" ", "%20"));
break;
}
}
}
#else
if (Url.StartsWith("http")) {
webViewObject.LoadURL(Url.Replace(" ", "%20"));
} else {
webViewObject.LoadURL("StreamingAssets/" + Url.Replace(" ", "%20"));
}
webViewObject.EvaluateJS(
"parent.$(function() {" +
" window.Unity = {" +
" call:function(msg) {" +
" parent.unityWebView.sendMessage('WebViewObject', msg)" +
" }" +
" };" +
"});");
#endif
yield break;
}
#if !UNITY_WEBPLAYER
void OnGUI()
{
GUI.enabled = webViewObject.CanGoBack();
if (GUI.Button(new Rect(10, 10, 80, 80), "<")) {
webViewObject.GoBack();
}
GUI.enabled = true;
GUI.enabled = webViewObject.CanGoForward();
if (GUI.Button(new Rect(100, 10, 80, 80), ">")) {
webViewObject.GoForward();
}
GUI.enabled = true;
GUI.TextField(new Rect(200, 10, 300, 80), "" + webViewObject.Progress());
}
#endif
}
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Had the same problem. It was fixed for me by the fact that when I opened the project, I opened it with another version of Unity. I decided that it was necessary to open the version in which I constantly worked. As I understand it, there are errors in the versioning of scripts. Hope it helps someone)
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