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!
本文转载自: https://blog.csdn.net/qq_30926011/article/details/136913776
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