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The recommended way to use browser javascript in your project is to add your javascript sources (.jspre and.jslib files) to your project, and then use those functions or libraries directly in your unity c# script code. I'm working on a webgl project now and i'm trying to call javascript function in index.html from plugin.jslib i did google some methods and seems they're not working. There are two things that i can’t figure out First, where in my unity project can i place the module where i can reference it from the jslib file Second, the documentation for the module says to import a folder with several items and other folders within it, instead of importing a single script. In the last post, i’ve made a template for unity webgl build The natural step now is to create a javascript plugin for that platform If you have experience in writing some js code, this won’t be that hard for you But if you haven’t got a chance to do so, i’ll explain each step Without further ado, let’s jump into creating it. Unityjs is a plugin for unity 5 that integrates javascript and web browser components into unity, including a json messaging system and a c# bridge, using json.net. You can name this whatever you want, but it’s referenced when sending a message from javascript to unity, which we will cover soon Now let’s create a new script. Javascript can be a powerful tool in unity, offering a flexible and dynamic way to create game logic and interact with unity’s api While there are some limitations and challenges to consider, by following best practices and using javascript in conjunction with c#, you can unlock its full potential. Learn about some useful functions you can use in the javascript interface Replace any deprecated code with the updated code. Here our first problem arises which is quite easy to pinpoint Unity uses c# and playroomkit is a javascript package So some interoperability had to occur To achieve this, we had the following approaches Use the interaction with browser scripting provided by unity itself.