Unity Webgl屏幕适配方案

在Unity Webgl平台下使用默认打包设置后,在浏览器中可以看到并没有做好全屏适配

游戏窗口会显示在浏览器的正中间,并且存在大片留白

以下是试验过可行的解决方案,直接复制代码使用即可~

WebGL配置

以下都是基于Unity2020.3.37f1进行设置

更改视图大小

打开index文件

调整视图大小的代码如上,推荐将其参数改为这些。

  • canvas.style.width = "99.15vw";

  • canvas.style.height = "96vh";

详细配置代码:

      
<!DOCTYPE html>
<html lang="en-us">
  <head>
    <meta charset="utf-8">
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
    <title>Funmangic</title>
    <link rel="shortcut icon" href="TemplateData/favicon.ico">
    <link rel="stylesheet" href="TemplateData/style.css">
  </head>
  <body>
    <div id="unity-container" class="unity-desktop">
      <canvas id="unity-canvas" width=960 height=600></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 id="unity-footer">
<!--   注释      <div id="unity-webgl-logo"></div>
        <div id="unity-fullscreen-button"></div>
        <div id="unity-build-title">Official Website</div> -->
      </div>
    </div>
    <script>
      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");
      //注释 var fullscreenButton = document.querySelector("#unity-fullscreen-button");
      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 + "/Funmangic.loader.js";
      var config = {
        dataUrl: buildUrl + "/Funmangic.data.unityweb",
        frameworkUrl: buildUrl + "/Funmangic.framework.js.unityweb",
        codeUrl: buildUrl + "/Funmangic.wasm.unityweb",
        streamingAssetsUrl: "StreamingAssets",
        companyName: "DefaultCompany",
        productName: "Official Website",
        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)) {
        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 = "99.5vw";
        canvas.style.height = "99.5vh";
      }
      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>
  </body>
</html>

    

比对前后样式差异

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