Unity发布webgl设置占满浏览器运行

本文介绍了如何在Unity中使用WebGL时自定义index.html模板,包括路径设置、HTML结构和配置参数,以及针对不同设备的适配策略。
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Unity发布webgl设置占满浏览器运行

在这里插入图片描述
在这里插入图片描述

Unity发布webgl的时候index.html的模板文件
模板文件路径,根据自己的需求修改。

 C:\Program Files\Unity\Hub\Editor\2021.1.18f1c1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\WebGLTemplates\Default

再桌面新建一个txt,将下面的代码拷贝进去

<!DOCTYPE html>
<html lang="en-us">
  <head>
    <meta charset="utf-8">
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
    <title>{{{ PRODUCT_NAME }}}</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" style="width: 100%; height: 100%">
      <canvas id="unity-canvas" style="width: 100%; height: 99.5%"></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">{{{ PRODUCT_NAME }}}</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 + "/{{{ LOADER_FILENAME }}}";
      var config = {
        dataUrl: buildUrl + "/{{{ DATA_FILENAME }}}",
        frameworkUrl: buildUrl + "/{{{ FRAMEWORK_FILENAME }}}",
        codeUrl: buildUrl + "/{{{ CODE_FILENAME }}}",
#if MEMORY_FILENAME
        memoryUrl: buildUrl + "/{{{ MEMORY_FILENAME }}}",
#endif
#if SYMBOLS_FILENAME
        symbolsUrl: buildUrl + "/{{{ SYMBOLS_FILENAME }}}",
#endif
        streamingAssetsUrl: "StreamingAssets",
        companyName: "{{{ COMPANY_NAME }}}",
        productName: "{{{ PRODUCT_NAME }}}",
        productVersion: "{{{ PRODUCT_VERSION }}}",
        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 (/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";

        // To lower canvas resolution on mobile devices to gain some
        // performance, uncomment the following line:
        // config.devicePixelRatio = 1;

        canvas.style.width = window.innerWidth + 'px';
        canvas.style.height = window.innerHeight + 'px';

        unityShowBanner('WebGL builds are not supported on mobile devices.');
      } else {
        // Desktop style: Render the game canvas in a window that can be maximized to fullscreen:

        <!-- canvas.style.width = "{{{ WIDTH }}}px"; -->
        <!-- canvas.style.height = "{{{ HEIGHT }}}px"; -->
      }

#if BACKGROUND_FILENAME
      canvas.style.background = "url('" + buildUrl + "/{{{ BACKGROUND_FILENAME.replace(/'/g, '%27') }}}') center / cover";
#endif
      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>

然后修改后缀为html,文件名为:index.html
然后替换模板文件,替换需要使用管理员权限
在这里插入图片描述

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