0


Unity打包WebGL后 自适应网页分辨率

使用版本:Unity2022.3.14

效果: 可自适应 ,留白为黑色

视频效果:

2024-03-21-16-46-25-CSDN直播

坑1

top left 无效,无法居中显示游戏内容

原因; position 不能是 static 改为absolute

<canvas id="unity-canvas" 
style=" position: absolute; width: 1920px; height: 1080px;">
</canvas>

坑2

留白改为黑色


  <style>
    html
    {
      background-color: black;
    }
  </style>

修改步骤

1 自适应代码块('unity-canvas'拼写需要和上发一样 不然无效)

 <script>
      var unityContainer = document.getElementById('unity-canvas');
      function unityContainerResize()
      {
        var w = window.innerWidth || document.body.clientWidth,
                h = window.innerHeight || document.body.clientHeight,
                ratio = 16 / 9,
                r = w/h;
        var setW, setH, setTop, setLeft;
        if (r >= ratio) { // 高度撑满
          setW = h * ratio;
          setLeft = (w - setW) / 2;
        } else { // 宽度撑满
          setH = w / ratio;
          setTop = (h - setH) / 2;
        }
        

        unityContainer.style.width = (setW || w) + 'px';
        unityContainer.style.height = (setH || h) + 'px';
        unityContainer.style.top = (setTop || 0) + 'px';
        unityContainer.style.left = (setLeft || 0) + 'px';

      }
      window.addEventListener('resize', unityContainerResize)
      unityContainerResize()
    </script>

2 修改了positon属性为absolute

<canvas id="unity-canvas" 
style=" position: absolute; width: 1920px; height: 1080px;">
</canvas>

3 修改默认 留白为留黑

<style>
    html
    {
      background-color: black;
    }
  </style>

完整代码

在unity打包后的文件夹下面名字是index.html

按照上方修改步骤进行

<!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 | TestWebGL</title>
    <link rel="shortcut icon" href="TemplateData/favicon.ico">
    <link rel="stylesheet" href="TemplateData/style.css">
    <link rel="manifest" href="manifest.webmanifest">
  </head>
  <body>
    <div id="unity-container">
      <canvas id="unity-canvas" style=" position: absolute; width: 1920px; height: 1080px;"></canvas>
      <div id="unity-loading-bar">
        <div id="unity-logo"></div>
        <div id="unity-progress-bar-empty">
          <div id="unity-progress-bar-full"></div>
        </div>
      </div>
      <div id="unity-warning"> </div>
    </div>
    
    <script>

      window.addEventListener("load", function () {
        if ("serviceWorker" in navigator) {
          navigator.serviceWorker.register("ServiceWorker.js");
        }
      });

      var container = document.querySelector("#unity-container");
      var canvas = document.querySelector("#unity-canvas");
      var loadingBar = document.querySelector("#unity-loading-bar");
      var progressBarFull = document.querySelector("#unity-progress-bar-full");
      var warningBanner = document.querySelector("#unity-warning");

      // 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 + "/TestWebGL.loader.js";
      var config = {
        dataUrl: buildUrl + "/TestWebGL.data",
        frameworkUrl: buildUrl + "/TestWebGL.framework.js",
        codeUrl: buildUrl + "/TestWebGL.wasm",
        streamingAssetsUrl: "StreamingAssets",
        companyName: "DefaultCompany",
        productName: "TestWebGL",
        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;

      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);
      }

      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";
        }).catch((message) => {
          alert(message);
        });
      };
      document.body.appendChild(script);
    </script>

    
    <script>
      // 自适应代码块
      var unityContainer = document.getElementById('unity-canvas');
      function unityContainerResize()
      {
        var w = window.innerWidth || document.body.clientWidth,
                h = window.innerHeight || document.body.clientHeight,
                ratio = 16 / 9,
                r = w/h;
        var setW, setH, setTop, setLeft;
        if (r >= ratio) { // 高度撑满
          setW = h * ratio;
          setLeft = (w - setW) / 2;
        } else { // 宽度撑满
          setH = w / ratio;
          setTop = (h - setH) / 2;
        }
        

        unityContainer.style.width = (setW || w) + 'px';
        unityContainer.style.height = (setH || h) + 'px';
        unityContainer.style.top = (setTop || 0) + 'px';
        unityContainer.style.left = (setLeft || 0) + 'px';

      }
      window.addEventListener('resize', unityContainerResize)
      unityContainerResize()
    </script>
  
  </body>

  <style>
    html
    {
      background-color: black;
    }
  </style>
</html>

声明

代码借鉴的不同帖子的代码非完全原创
仅仅作为记录!

标签: webgl unity html

本文转载自: https://blog.csdn.net/qq_30926011/article/details/136913776
版权归原作者 添添删删 所有, 如有侵权,请联系我们删除。

“Unity打包WebGL后 自适应网页分辨率”的评论:

还没有评论