Unity Webgl项目程序自适应窗口设置

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。
canvas的Inspector

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
index.html

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>

笔者技术不精,如若文章有错误,请不吝赐教!!!!欢迎大家多多交流

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