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  1. Build/Jammo Robot WEBGL.data +2 -2
  2. index.html +19 -98
Build/Jammo Robot WEBGL.data CHANGED
@@ -1,3 +1,3 @@
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- size 26322986
 
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  version https://git-lfs.github.com/spec/v1
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+ oid sha256:0a1be90fda6fa6d581ef12cc50ec51238fd8335ebf3f0876a0457206f8cb2fe7
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index.html CHANGED
@@ -4,116 +4,37 @@
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  <meta charset="utf-8">
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  <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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  <title>Unity WebGL Player | Jammot</title>
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- <link rel="shortcut icon" href="TemplateData/favicon.ico">
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- <link rel="stylesheet" href="TemplateData/style.css">
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  </head>
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- <body>
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- <div id="unity-container" class="unity-desktop">
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- <canvas id="unity-canvas" width=960 height=600></canvas>
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- <div id="unity-loading-bar">
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- <div id="unity-logo"></div>
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- <div id="unity-progress-bar-empty">
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- <div id="unity-progress-bar-full"></div>
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- </div>
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- </div>
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- <div id="unity-warning"> </div>
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- <div id="unity-footer">
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- <div id="unity-webgl-logo"></div>
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- <div id="unity-fullscreen-button"></div>
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- <div id="unity-build-title">Jammot</div>
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- </div>
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- </div>
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  <script>
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- var container = document.querySelector("#unity-container");
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- var canvas = document.querySelector("#unity-canvas");
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- var loadingBar = document.querySelector("#unity-loading-bar");
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- var progressBarFull = document.querySelector("#unity-progress-bar-full");
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- var fullscreenButton = document.querySelector("#unity-fullscreen-button");
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- var warningBanner = document.querySelector("#unity-warning");
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-
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- // Shows a temporary message banner/ribbon for a few seconds, or
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- // a permanent error message on top of the canvas if type=='error'.
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- // If type=='warning', a yellow highlight color is used.
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- // Modify or remove this function to customize the visually presented
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- // way that non-critical warnings and error messages are presented to the
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- // user.
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- function unityShowBanner(msg, type) {
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- function updateBannerVisibility() {
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- warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
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- }
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- var div = document.createElement('div');
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- div.innerHTML = msg;
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- warningBanner.appendChild(div);
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- if (type == 'error') div.style = 'background: red; padding: 10px;';
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- else {
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- if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
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- setTimeout(function() {
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- warningBanner.removeChild(div);
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- updateBannerVisibility();
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- }, 5000);
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- }
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- updateBannerVisibility();
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- }
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-
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- var buildUrl = "Build";
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- var loaderUrl = buildUrl + "/Jammo Robot WEBGL.loader.js";
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- var config = {
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- dataUrl: buildUrl + "/Jammo Robot WEBGL.data",
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- frameworkUrl: buildUrl + "/Jammo Robot WEBGL.framework.js",
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- codeUrl: buildUrl + "/Jammo Robot WEBGL.wasm",
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- streamingAssetsUrl: "StreamingAssets",
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- companyName: "DefaultCompany",
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- productName: "Jammot",
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- productVersion: "0.1",
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- showBanner: unityShowBanner,
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- };
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-
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- // By default Unity keeps WebGL canvas render target size matched with
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- // the DOM size of the canvas element (scaled by window.devicePixelRatio)
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- // Set this to false if you want to decouple this synchronization from
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- // happening inside the engine, and you would instead like to size up
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- // the canvas DOM size and WebGL render target sizes yourself.
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- // config.matchWebGLToCanvasSize = false;
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-
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  if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
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  // Mobile device style: fill the whole browser client area with the game canvas:
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-
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  var meta = document.createElement('meta');
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  meta.name = 'viewport';
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  meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
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  document.getElementsByTagName('head')[0].appendChild(meta);
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- container.className = "unity-mobile";
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- canvas.className = "unity-mobile";
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- // To lower canvas resolution on mobile devices to gain some
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- // performance, uncomment the following line:
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- // config.devicePixelRatio = 1;
 
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- unityShowBanner('WebGL builds are not supported on mobile devices.');
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- } else {
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- // Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
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-
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- canvas.style.width = "960px";
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- canvas.style.height = "600px";
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  }
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- loadingBar.style.display = "block";
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-
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- var script = document.createElement("script");
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- script.src = loaderUrl;
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- script.onload = () => {
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- createUnityInstance(canvas, config, (progress) => {
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- progressBarFull.style.width = 100 * progress + "%";
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- }).then((unityInstance) => {
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- loadingBar.style.display = "none";
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- fullscreenButton.onclick = () => {
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- unityInstance.SetFullscreen(1);
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- };
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- }).catch((message) => {
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- alert(message);
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- });
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- };
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- document.body.appendChild(script);
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  </script>
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  </body>
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  </html>
 
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  <meta charset="utf-8">
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  <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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  <title>Unity WebGL Player | Jammot</title>
 
 
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  </head>
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+ <body style="text-align: center; padding: 0; border: 0; margin: 0;">
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+ <canvas id="unity-canvas" width=960 height=600 style="width: 960px; height: 600px; background: #231F20"></canvas>
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+ <script src="Build/Jammo Robot WEBGL.loader.js"></script>
 
 
 
 
 
 
 
 
 
 
 
 
 
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  <script>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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  if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
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  // Mobile device style: fill the whole browser client area with the game canvas:
 
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  var meta = document.createElement('meta');
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  meta.name = 'viewport';
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  meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
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  document.getElementsByTagName('head')[0].appendChild(meta);
 
 
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+ var canvas = document.querySelector("#unity-canvas");
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+ canvas.style.width = "100%";
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+ canvas.style.height = "100%";
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+ canvas.style.position = "fixed";
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+ document.body.style.textAlign = "left";
 
 
 
 
 
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  }
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+ createUnityInstance(document.querySelector("#unity-canvas"), {
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+ dataUrl: "Build/Jammo Robot WEBGL.data",
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+ frameworkUrl: "Build/Jammo Robot WEBGL.framework.js",
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+ codeUrl: "Build/Jammo Robot WEBGL.wasm",
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+ streamingAssetsUrl: "StreamingAssets",
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+ companyName: "DefaultCompany",
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+ productName: "Jammot",
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+ productVersion: "0.1",
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+ // matchWebGLToCanvasSize: false, // Uncomment this to separately control WebGL canvas render size and DOM element size.
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+ // devicePixelRatio: 1, // Uncomment this to override low DPI rendering on high DPI displays.
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+ });
 
 
 
 
 
 
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  </script>
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  </body>
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  </html>