SpaceMan / index.html
markoegea's picture
Add Unity WebGL build files
621c7ae
<!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 | SpaceMan</title>
</head>
<body style="text-align: center; padding: 0; border: 0; margin: 0;">
<canvas id="unity-canvas" width=960 height=600 tabindex="-1" style="width: 960px; height: 600px; background: #231F20"></canvas>
<script src="Build/SpaceManWeb.loader.js"></script>
<script>
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);
var canvas = document.querySelector("#unity-canvas");
canvas.style.width = "100%";
canvas.style.height = "100%";
canvas.style.position = "fixed";
document.body.style.textAlign = "left";
}
createUnityInstance(document.querySelector("#unity-canvas"), {
dataUrl: "Build/SpaceManWeb.data",
frameworkUrl: "Build/SpaceManWeb.framework.js",
codeUrl: "Build/SpaceManWeb.wasm",
streamingAssetsUrl: "StreamingAssets",
companyName: "TitanTec",
productName: "SpaceMan",
productVersion: "1.0",
// matchWebGLToCanvasSize: false, // Uncomment this to separately control WebGL canvas render size and DOM element size.
// devicePixelRatio: 1, // Uncomment this to override low DPI rendering on high DPI displays.
});
</script>
</body>
</html>