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<html lang="en-us"> | |
<head> | |
<meta charset="utf-8"> | |
<meta http-equiv="Content-Type" content="text/html; charset=utf-8"> | |
<title>Unity WebGL Player | My project (2)</title> | |
<link rel="shortcut icon" href="TemplateData/favicon.ico"> | |
<link rel="stylesheet" href="TemplateData/style.css"> | |
</head> | |
<body> | |
<div id="unity-container" class="unity-desktop"> | |
<canvas id="unity-canvas" width=960 height=600 tabindex="-1"></canvas> | |
<div id="unity-loading-bar"> | |
<div id="unity-logo"></div> | |
<div id="unity-progress-bar-empty"> | |
<div id="unity-progress-bar-full"></div> | |
</div> | |
</div> | |
<div id="unity-warning"> </div> | |
<div id="unity-footer"> | |
<div id="unity-webgl-logo"></div> | |
<div id="unity-fullscreen-button"></div> | |
<div id="unity-build-title">My project (2)</div> | |
</div> | |
</div> | |
<script> | |
var container = document.querySelector("#unity-container"); | |
var canvas = document.querySelector("#unity-canvas"); | |
var loadingBar = document.querySelector("#unity-loading-bar"); | |
var progressBarFull = document.querySelector("#unity-progress-bar-full"); | |
var fullscreenButton = document.querySelector("#unity-fullscreen-button"); | |
var warningBanner = document.querySelector("#unity-warning"); | |
// Shows a temporary message banner/ribbon for a few seconds, or | |
// a permanent error message on top of the canvas if type=='error'. | |
// If type=='warning', a yellow highlight color is used. | |
// Modify or remove this function to customize the visually presented | |
// way that non-critical warnings and error messages are presented to the | |
// user. | |
function unityShowBanner(msg, type) { | |
function updateBannerVisibility() { | |
warningBanner.style.display = warningBanner.children.length ? 'block' : 'none'; | |
} | |
var div = document.createElement('div'); | |
div.innerHTML = msg; | |
warningBanner.appendChild(div); | |
if (type == 'error') div.style = 'background: red; padding: 10px;'; | |
else { | |
if (type == 'warning') div.style = 'background: yellow; padding: 10px;'; | |
setTimeout(function() { | |
warningBanner.removeChild(div); | |
updateBannerVisibility(); | |
}, 5000); | |
} | |
updateBannerVisibility(); | |
} | |
var buildUrl = "Build"; | |
var loaderUrl = buildUrl + "/Mistral Test.loader.js"; | |
var config = { | |
dataUrl: buildUrl + "/Mistral Test.data", | |
frameworkUrl: buildUrl + "/Mistral Test.framework.js", | |
codeUrl: buildUrl + "/Mistral Test.wasm", | |
streamingAssetsUrl: "StreamingAssets", | |
companyName: "DefaultCompany", | |
productName: "My project (2)", | |
productVersion: "0.1", | |
showBanner: unityShowBanner, | |
}; | |
// By default, Unity keeps WebGL canvas render target size matched with | |
// the DOM size of the canvas element (scaled by window.devicePixelRatio) | |
// Set this to false if you want to decouple this synchronization from | |
// happening inside the engine, and you would instead like to size up | |
// the canvas DOM size and WebGL render target sizes yourself. | |
// config.matchWebGLToCanvasSize = false; | |
// If you would like all file writes inside Unity Application.persistentDataPath | |
// directory to automatically persist so that the contents are remembered when | |
// the user revisits the site the next time, uncomment the following line: | |
// config.autoSyncPersistentDataPath = true; | |
// This autosyncing is currently not the default behavior to avoid regressing | |
// existing user projects that might rely on the earlier manual | |
// JS_FileSystem_Sync() behavior, but in future Unity version, this will be | |
// expected to change. | |
if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) { | |
// Mobile device style: fill the whole browser client area with the game canvas: | |
var meta = document.createElement('meta'); | |
meta.name = 'viewport'; | |
meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes'; | |
document.getElementsByTagName('head')[0].appendChild(meta); | |
container.className = "unity-mobile"; | |
canvas.className = "unity-mobile"; | |
// To lower canvas resolution on mobile devices to gain some | |
// performance, uncomment the following line: | |
// config.devicePixelRatio = 1; | |
} else { | |
// Desktop style: Render the game canvas in a window that can be maximized to fullscreen: | |
canvas.style.width = "960px"; | |
canvas.style.height = "600px"; | |
} | |
loadingBar.style.display = "block"; | |
var script = document.createElement("script"); | |
script.src = loaderUrl; | |
script.onload = () => { | |
createUnityInstance(canvas, config, (progress) => { | |
progressBarFull.style.width = 100 * progress + "%"; | |
}).then((unityInstance) => { | |
loadingBar.style.display = "none"; | |
fullscreenButton.onclick = () => { | |
unityInstance.SetFullscreen(1); | |
}; | |
}).catch((message) => { | |
alert(message); | |
}); | |
}; | |
document.body.appendChild(script); | |
</script> | |
</body> | |
</html> | |