Unity Webgl项目程序自适应窗口设置
一、Unity Edior
在unity Editor中将Canvas的Canvas Scaler组件的UI Scale Mode设置为Scale With Screen Size。
二、修改发布的Index.html文件
此方法需要使用jQuery,所以在head部分调用jquery。如下图
然后在代码块中添加resizeCanvas方法,使用jQuery中的方法获取了innerWidth和innerHeight,将它们赋给canvas,需要注意canvas.style.width与height的格式是以px为结尾的字符串。
function resizeCanvas(){
ar width1=$(window).get(0).innerWidth;
var height1 = $(window).get(0).innerHeight;
canvas.style.width = width1+ "px";
canvas.style.height = height1 + "px";
};
在窗口大小改变的时候调用
$(window).resize(resizeCanvas);
如此,当我们改变浏览器窗口大小时,Unity中的Canvas也会随之变化。
不过我们还需要在unity加载完毕的时候调用一次resize函数。
最终我的index.html代码如下:
<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Unity WebGL Player | WebglDemo</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
<script src="jquery-3.3.1.min.js"></script>
</head>
<body>
<div id="unity-container" class="unity-desktop">
<canvas id="unity-canvas" width=1600 height=800 /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">WebglDemo</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 + "/WebglDemo.loader.js";
var config = {
dataUrl: buildUrl + "/WebglDemo.data.unityweb",
frameworkUrl: buildUrl + "/WebglDemo.framework.js.unityweb",
codeUrl: buildUrl + "/WebglDemo.wasm.unityweb",
streamingAssetsUrl: "StreamingAssets",
companyName: "DefaultCompany",
productName: "WebglDemo",
productVersion: "1.0.0.4",
showBanner: unityShowBanner,
};
$(window).resize(resizeCanvas);
function resizeCanvas(){
var width1=$(window).get(0).innerWidth;
var height1 = $(window).get(0).innerHeight;
canvas.width = width1;
canvas.height = height1;
};
// 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)) {
container.className = "unity-mobile";
// Avoid draining fillrate performance on mobile devices,
// and default/override low DPI mode on mobile browsers.
config.devicePixelRatio = 1;
unityShowBanner('WebGL builds are not supported on mobile devices.');
} else {
canvas.style.width = "1920px";
canvas.style.height = "1080px";
}
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);
});
resizeCanvas();
};
document.body.appendChild(script);
</script>
</body>
</html>
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