index.html 1.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en-us">
  3. <head>
  4. <meta charset="utf-8">
  5. <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
  6. <title>Unity WebGL Player | WebGLTest</title>
  7. </head>
  8. <body style="text-align: center; padding: 0; border: 0; margin: 0;">
  9. <canvas id="unity-canvas" width=1280 height=720 tabindex="-1" style="width: 1280px; height: 720px; background: transparent"></canvas>
  10. <script src="Build/Test1.loader.js"></script>
  11. <script>
  12. if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
  13. // Mobile device style: fill the whole browser client area with the game canvas:
  14. var meta = document.createElement('meta');
  15. meta.name = 'viewport';
  16. meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
  17. document.getElementsByTagName('head')[0].appendChild(meta);
  18. var canvas = document.querySelector("#unity-canvas");
  19. canvas.style.width = "100%";
  20. canvas.style.height = "100%";
  21. canvas.style.position = "fixed";
  22. document.body.style.textAlign = "left";
  23. }
  24. createUnityInstance(document.querySelector("#unity-canvas"), {
  25. dataUrl: "Build/Test1.data.unityweb",
  26. frameworkUrl: "Build/Test1.framework.js.unityweb",
  27. codeUrl: "Build/Test1.wasm.unityweb",
  28. streamingAssetsUrl: "StreamingAssets",
  29. companyName: "DefaultCompany",
  30. productName: "WebGLTest",
  31. productVersion: "1.0",
  32. // matchWebGLToCanvasSize: false, // Uncomment this to separately control WebGL canvas render size and DOM element size.
  33. // devicePixelRatio: 1, // Uncomment this to override low DPI rendering on high DPI displays.
  34. });
  35. </script>
  36. </body>
  37. </html>