Thomas Simonini commited on
Commit
49bd424
1 Parent(s): 942c275

Add Soccer Twos

Browse files
.gitattributes CHANGED
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Build/SoccerTwos.loader.js ADDED
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See your browser JavaScript console for more info. The error was:\n"+e).indexOf("DISABLE_EXCEPTION_CATCHING")?e="An exception has occurred, but exception handling has been disabled in this build. If you are the developer of this content, enable exceptions in your project WebGL player settings to be able to catch the exception or see the stack trace.":-1!=e.indexOf("Cannot enlarge memory arrays")?e="Out of memory. If you are the developer of this content, try allocating more memory to your WebGL build in the WebGL player settings.":-1==e.indexOf("Invalid array buffer length")&&-1==e.indexOf("Invalid typed array length")&&-1==e.indexOf("out of memory")&&-1==e.indexOf("could not allocate memory")||(e="The browser could not allocate enough memory for the WebGL content. 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'+t+' See <a href="https://bugzilla.mozilla.org/show_bug.cgi?id=1670675">https://bugzilla.mozilla.org/show_bug.cgi?id=1670675</a> for more information.':"Unable to parse "+c.frameworkUrl+'!<br>If using custom web server, verify that web server is sending .br files with HTTP Response Header "Content-Encoding: br". Brotli compression may not be supported over HTTP connections. Migrate your server to use HTTPS.'),void s(n,"error"))}s("Unable to parse "+c.frameworkUrl+"! The file is corrupt, or compression was misconfigured? (check Content-Encoding HTTP Response Header on web server)","error")}var o=unityFramework;unityFramework=null,a.onload=null,i(o)},a.onerror=function(e){s("Unable to load file "+c.frameworkUrl+"! Check that the file exists on the remote server. 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index.html CHANGED
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  <!DOCTYPE html>
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- <html>
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- <head>
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- <meta charset="utf-8" />
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- <meta name="viewport" content="width=device-width" />
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- <title>My static Space</title>
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- <link rel="stylesheet" href="style.css" />
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- </head>
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- <body>
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- <div class="card">
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- <h1>Welcome to your static Space!</h1>
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- <p>You can modify this app directly by editing <i>index.html</i> in the Files and versions tab.</p>
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- <p>
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- Also don't forget to check the
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- <a href="https://huggingface.co/docs/hub/spaces" target="_blank">Spaces documentation</a>.
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- </p>
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- </div>
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- </body>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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  </html>
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  <!DOCTYPE html>
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+ <html lang="en-us">
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+ <head>
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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 | SoccerTwos</title>
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+ <link rel="shortcut icon" href="TemplateData/favicon.ico">
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+ </head>
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+ <body>
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+ <div id="unity-footer">
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+ <div id="unity-fullscreen-button"></div>
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+ <div id="unity-build-title">SoccerTwos</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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+
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+ // Shows a temporary message banner/ribbon for a few seconds, or
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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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+ function unityShowBanner(msg, type) {
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+ div.innerHTML = msg;
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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 + "/SoccerTwos.loader.js";
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+ var config = {
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+ dataUrl: buildUrl + "/SoccerTwos.data.gz",
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+ frameworkUrl: buildUrl + "/SoccerTwos.framework.js.gz",
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+ codeUrl: buildUrl + "/SoccerTwos.wasm.gz",
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+ streamingAssetsUrl: "StreamingAssets",
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+ companyName: "Unity Technologies",
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+ productName: "SoccerTwos",
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+ productVersion: "1.0",
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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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+ // 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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+
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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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+
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+ loadingBar.style.display = "block";
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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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