How to Connect to an API with Unity

How to Connect to an API with Unity


In this tutorial, we’re going to be building an app in Unity which will connect to an API, send a query, and return a JSON file of results to display on the screen. For this case, we’re going to be making an app that will display upcoming firework displays.

Firework displays app made with Unity

Project Files

This project will feature a prefab that is already pre-made. Along with that, you can download the included project files here.

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With our app, we’re going to be displaying data on our screen. This data is going to be a list of upcoming firework displays. The Queensland Government has a good website with a lot of different data sets to connect to.

Upcoming fireworks displays dataset.

Queensland Government data website page


When on the website, click on the Data API button. This is a list of example queries. What we want is the query which returns results containing a certain string.

CKAN Data API Query examples strings

Setting up the Project

Create a new 2D Unity project. The first thing we need to do is change our aspect ratio. Since we’re designing a mobile app, let’s go to the Game tab and add a new aspect ratio of 9:16. It will be scalable for any aspect ratio, we’re just going to design is for portrait displays.

Unity Game screen aspect ratio options

Let’s also change the background color. Select the camera and set the Background to a dark blue – I used the color 32323C.

Unity color wheel with blue chosen

For accessing and converting the data, we’re going to be using an asset called SimpleJSON. You can download it from GitHub here.

Creating the UI

Right click the Hierarchy and select UI > Canvas. Now we can begin with our UI!

Unity UI Canvas object

Create two empty GameObjects (right click Canvas > Empty GameObject) and call them Header and FireworkList. The header will hold our search bar and filter buttons.

    • Set the Height to 100
    • Set the Anchor to top-stretch
    • Position this on the top of the canvas like below

For the firework list, just make that fill in the rest of the space and anchor to stretch-stretch. This is where we’ll be listing out our data.

Unity Transform Component for Header

For the search bar, create a new TextMeshPro – Input Field as a child of the header (you might need to import a few assets). Call it SearchSuburb.

    • Set the Sprite to none (makes it a colored rectangle)
    • Set the Anchor to stretch-stretch
    • Set the Offsets to 5, 5, 5, 52.5
      • We’ll be giving everything a padding of 5

Unity input object settings

    • Set the search bar’s color to black with the opacity at half
    • For the placeholder and text…
      • Set the Color to white (half opacity for the placeholder)
      • Set the Font Size to 20
      • Set the Alignment to Middle

Unity text object settings for fireworks app

Let’s now work on our filter buttons. Create an empty GameObject and call it FilterButtons. Set the anchor and positions to the same as the search bar but below it.

Then add a Horizontal Layout Group component. Enable all of the tick boxes and set the Spacing to 5. This is used to evenly position and scale our buttons automatically.

Unity text component with Horizontal Layout Group added

As a child of the FilterButtons, create a new button, remove the text child and set the color to the same as the search bar.

Unity Button component settings

Now, create a new TextMeshPro – Text object as a child of the button.

    • Set the anchor to be the bounds of the button
    • Set the Font Size to 20
    • For our first button, let’s set the text to Today

Unity text object with Today written

Duplicate the button 3 times for a total of 4 buttons: Today, Week, Month and All.

Unity UI with day selection options

Let’s now work on the list of fireworks. First, create an empty GameObject as the child of FireworkList and call it Container.

    • Set the Anchor to top-stretch
    • Set the Offsets to 5, 0, 5, anything
    • Set the Pivot to 0.5, 1
      • This will allow us to increase the height of the container to clamp to the data easily
    • Finally, add a Vertical Layout Group component
      • Set the Spacing to 5
      • Enable Child Controls Size – Width
      • * Disable Child Force Expand – Height (not seen in image)

Vertical Layout Group and Transform Components in Unity

On the FireworkList object, add Scroll Rect and Rect Mask 2D components. This will allow us to scroll up and down the list. Make sure you copy the properties as seen below:

FireworkList object as seen in Unity Inspector

Create a new button (call it FireworkSegment), like with the others – remove the text child and add a TextMeshPro one (two in this case).

    • Set the Height of the segment to 50

Template for fireworks display app in Unity

To finish this off, create a folder called Prefabs and drag the firework segment into it. Delete the one in the scene as we’ll be spawning them in later.

Object added to Prefabs folder in Unity

Firework Visuals

To make the app a little more interesting, we’re going to add in some firework visuals to the UI. Create a new Render Texture right click Project window > Create > Render Texture and call it FireworkRenderTexture. All we need to do here, is set the Size to 500 x 500.

FireworkRenderTexture options with Size adjusted

Then go to the Tags & Layers screen (Edit > Project Settings > Tags & Layers) and add a new layer called Firework. This is for the camera to render only the fireworks.

Tags & Layers window in Unity


Next, create a new camera and drag it away from the other. Attach the render texture to it and the other properties as seen below:

Unity Camera options with setting adjusted

Now in the Prefabs folder, there should be two particle prefabs. Drag those in and position them in-front of the camera. We’ll be adjusting these later.

Firework particle setup made with Unity

Last Part of the UI

The last part of the UI is the drop down info box. This will display more information about an event when you select it. Create a new Image object as the child of the container (call it InfoDropdown).

    • Set the Height to 160
    • Set the Color to a dark blue with half opacity

Unity UI Panel object for Firework Display app

Then add two TextMeshPro texts for the info and address, and a Raw Image for the render texture of the fireworks.

Text information for Unity Fireworks Display app

In the Game view, you should be able to see the fireworks on the UI!

App Manager Script

Now it’s time to start scripting. Create a new folder called Scripts and create a new C# script called AppManager. To hold this script, create a new GameObject called _AppManager and attach the script to it.

AppManager object in the Unity Hierarchy

Inside of our script, we’ll first add the namespaces we’re going to use.

Inside of our class, let’s first define the Duration enumerator. This is a list of all the types of duration filters we can use.

Our first two variables are the url, which is what’s going to connect to the API, and the jsonResult which will be a list of the data.

Finally, let’s create a singleton / instance for the script. This will allow us to easily access it whenever we want.

So how are we going to get the data? Let’s create a co-routine called GetData. This will take in a string for the location and add that to the query. If the location string is empty, it will request for all the data. We’re using a co-routine because we need to pause the function midway to send/receive the data.

First up, let’s create the web request and download handler, building the url also, including the query.

Next, we’ll send the web request. This will pause the function and wait for a result before continuing.

With our result, let’s convert it from a byte array to a string, then parse that into a JSONNode object.

We haven’t made the UI script yet, but this is what we’re going to call. We’re sending over the records of the JSON file to make them appear on-screen.

Now let’s work on the FilterByDuration function. This gets called when one of the filter buttons gets pressed.

First, let’s convert the durIndex to a selection of the Duration enumerator. Then we’ll get an array of the records so we can sort through them.

Next, we’ll get the max date depending on the filter duration.

Then we’ll loop through all the records and add the ones before the max date to filteredRecords.

Finally, like in the last function, we’ll call the UI function.

UI Script

Create a new C# script called UI and attach it to the _AppManager object.

We’re going to need these namespaces.

First, we have our variables to hold our container, segment prefab and list of all segments.

Then we have the variables for the drop down.

And finally an instance for this script.

The CreateNewSegment function, creates a new segment and returns it.

The PreLoadSegments function pre-loads / spawns a set number of segments.

We’ll call this in the Start function.

The SetSegments function gets called when we either search for a suburb or filter the results. This takes in the records and displays them on screen.

DeactivateAllSegments deactivates all of the segments. This gets called at the start of SetSegments.

GetFormattedDate returns a date in the day / month / year format from a raw date.

GetContainerHeight returns a height to set the container to. This makes it so the container clamps to the active segments.

OnShowMoreInfo gets called when the user clicks on a segment button. This opens up the drop down with more info about the event.

GetFormattedTime returns a time as a string from a raw time.

OnSearchBySuburb gets called when the user finished typing in the suburb input field. This calls the GetData function in the AppManager script.

Back in the editor, let’s fill in both scripts. The url is:

AppManager Inspector window within Unity

Let’s connect the filter buttons up to the AppManager script.

Highlighting of the On Click options for Unity buttons

For the SearchSuburb input field, let’s add the OnSearchBySuburb event to On End Edit. This will get the data when we finish typing.

SearchSuburb object added to On End Edit function in Unity

Firework Randomizer

Right now, our app works! Let’s add another script so the fireworks can change to a random color each time they emit. Create a new C# script called FireworkRandomizer and attach it to both firework particles.

We just need one namespace for this script.

Our variables are just an array of available colors and the particle system. We get that in the Start function and start invoke repeating the SetRandomColors function every time the particle emits.

SetRandomColors sets the particle’s color gradient to 2 random colors.

In the editor, let’s add some colors.

Firework Randomizer Script component in Unity


The app’s now finished! Give it a go and see if you can even more features. Try connecting to a different API or displaying the information in a different way.

Full Fireworks Display App made with Unity

Even though we designed it for a portrait display, it can easily work for landscape due to us setting up the right UI anchors.

Widescreen version of fireworks display app made with Unity

You can download the project files here.