Deploy an Embedded Linux project
Deploy your project for Embedded Linux.
Read time 5 minutesLast updated 7 days ago
On the Embedded Linux player, Unity uses SDL2 to handle keyboard, mouse, and controller input to interact with the Player window. Depending on the graphics API used, it requires SDL to dynamically load and for OpenGL ES, or for Vulkan from the user space.
libEGLlibGLESv2libvulkanSetup for Wayland
Although this setup assumes that you're using Weston (the reference Wayland server), you can use the same setup with slight modifications for another compositor.
Prerequisites
This assumes that you have a Wayland compositor (Weston) running, which exports the Wayland socket in the directory that the environment variable is linked to.
XDG_RUNTIME_DIRSetup on Desktop shell
To deploy your project on desktop shell:
- Verify that the environment variable is set to the correct directory. If not, then run
XDG_RUNTIME_DIRwith the correct directory (export XDG_RUNTIME_DIR=<dir>is the default for a Weston installation)./run/user/1000/ - Run Unity Player.
Setup on IVI-shell extension
You can deploy your project using IVI-shell extension, which is an alternative shell extension for Weston.
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Set up IVI Surface IDs that the Unity Player needs using one of the following methods:
- Using C# code: Set the property of the EmbeddedLinuxGameWindowCreationSettings when creating a game window.
iviSurfaceID - Using the environment variable: Set to a comma-separated list of IDs. For example,
UNITY_IVI_SURFACE_IDSexport UNITY_IVI_SURFACE_IDS=100,200,300 uses IDto Display 1 and100to Display 2. If you're only using a single display output, a single ID is sufficient. For example, export200.UNITY_IVI_SURFACE_IDS=100
- Using C# code: Set the
-
Verify that the environment variableis set to the correct directory. If this isn't set, run
XDG_RUNTIME_DIRwith the correct directory (export XDG_RUNTIME_DIR=<dir>is the default for a Weston installation)./run/user/1000/ -
Run the Unity Player.
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Use the following steps to set up an IVI surface for Unity (example,to
westonsurface).fullscreen map-
Create IVI Layer.
LayerManagerControl create layer 0 <display-width> <display-height> -
Add Layer on Screen.
LayerManagerControl set screen 0 render order 0 -
Add Unity Player Surface on Layer.
LayerManagerControl set layer 0 render order <surface-id> -
Add Surface Source Region.
LayerManagerControl set surface <surface-id> source region 0 0 <display-width> <display-height> -
Add Surface Destination Region.
LayerManagerControl set surface <surface-id> destination region 0 0 <display-width> <display-height> -
Add Layer Visibility.
LayerManagerControl set layer 0 visibility 1 -
Add Surface Visibility.
LayerManagerControl set surface <surface-id> visibility 1
-
Unity Player appears on screen.
Display configuration using environment variables
When deploying your application on Embedded Linux, you can use the following environment variables to configure the display surface and input regions.
Configure surface sizes with UNITY_IVI_EXPORT_DISPLAYS
By default, Unity creates surfaces of the same size as the physical displays. If you want to use surfaces other than physical displays, such as for rendering multiple surfaces to one screen, use the environment variable .
UNITY_IVI_EXPORT_DISPLAYSFor example, .
export UNITY_IVI_EXPORT_DISPLAYS=1024x768@60,1920x1080@60This defines the following surface sizes for Unity displays:
- Unity Display 1:
1024x768 - Unity Display 2:
1920x1080
Both displays will use a refresh rate of 60 Hz.
Configure input regions with UNITY_SURFACE_INPUT_REGIONS
Use the environment variable to define a rectangular input region relative to the Unity application Wayland surface, where (0,0) is the top-left corner of the surface. Only the area defined as the input region receives user inputs, such as touch or mouse clicks. Inputs outside the region pass through to any surface behind the Unity application.
UNITY_SURFACE_INPUT_REGIONSEnter the input for the environment variable in format with no spaces. To define an input region, use the environment variable as follows:
x<int>y<int>w<int>h<int>export UNITY_SURFACE_INPUT_REGIONS=x<int>y<int>w<int>h<int>Consider the following behavior when defining the input region:
- Negative input values (For example, ) are parsed without causing an error, but are treated as invalid. The input region isn't applied.
x-100 - Inputs outside the visible surface region are applied, but a warning appears in the Unity Player log.
- Input regions with zero area are applied, but a warning appears in the Unity Player log.
Example
export UNITY_SURFACE_INPUT_REGIONS=x50y50w100h100This defines an input region with:
- Top-left corner at (50,50) relative to the Unity Wayland surface (0,0)
- Width: 100
- Height: 100
If your Unity application runs on a surface, using defines an input region as depicted in the following diagram:
200x200UNITY_SURFACE_INPUT_REGIONS=x50y50w100h100Defining an input region with the environment variable
For a Unity application running on multiple displays, define one input region per display by separating the arguments with commas, as follows:
export UNITY_SURFACE_INPUT_REGIONS=x100y100w200h250,x0y0w500h500The first argument applies to Display 1 and the second to Display 2. You can specify additional regions for any other displays, if required.