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// 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 + "/build-uncompressed.loader.js"; var config = { dataUrl: buildUrl + "/build-uncompressed.data", frameworkUrl: buildUrl + "/build-uncompressed.framework.js", codeUrl: buildUrl + "/build-uncompressed.wasm", streamingAssetsUrl: "StreamingAssets", companyName: "DefaultCompany", productName: "HORSE PLINKO", productVersion: "0.1", showBanner: unityShowBanner, };
// 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;
console.log("made it here!"); if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) { console.log("you're on mobile!"); 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 = "960px"; canvas.style.height = "600px"; } 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); }); }; document.body.appendChild(script); </script>