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<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Unity Web Player | ExportedProject</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
<style>
/* full-page canvas */
html, body { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; background: #000; }
#unity-container { position: absolute; inset: 0; width: 100%; height: 100%; }
#unity-canvas { width: 100% !important; height: 100% !important; display: block; background: #000; }
#unity-footer { display: none; }
</style>
</head>
<body>
<div id="unity-container" class="unity-desktop">
<canvas id="unity-canvas" width=960 height=600 tabindex="-1"></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">
<div id="unity-logo-title-footer"></div>
<div id="unity-fullscreen-button"></div>
<div id="unity-build-title">ExportedProject</div>
</div>
</div>
<script>
var canvas = document.querySelector("#unity-canvas");
// 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) {
var warningBanner = document.querySelector("#unity-warning");
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();
}
// Unity surfaces non-fatal problems as alert() ("This page says...") and as an on-page
// banner. Neither is actionable for a player, so send both to the console instead.
window.alert = function (m) { console.warn("[unity]", m); };
unityShowBanner = function (msg, type) { console.warn("[unity " + (type || "info") + "]", msg); };
var buildUrl = "Build";
var loaderUrl = buildUrl + "/WebGL.loader.js";
var config = {
arguments: [],
dataUrl: buildUrl + "/WebGL.data",
frameworkUrl: buildUrl + "/WebGL.framework.js",
codeUrl: buildUrl + "/WebGL.wasm",
streamingAssetsUrl: "StreamingAssets",
companyName: "DefaultCompany",
productName: "ExportedProject",
productVersion: "1.0",
showBanner: unityShowBanner,
// errorHandler: function(err, url, line) {
// alert("error " + err + " occurred at line " + line);
// // Return 'true' if you handled this error and don't want Unity
// // to process it further, 'false' otherwise.
// return true;
// },
};
config.cacheControl = function (url) { return "no-store"; };
config.autoSyncPersistentDataPath = true;
// 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 you would like all file writes inside Unity Application.persistentDataPath
// directory to automatically persist so that the contents are remembered when
// the user revisits the site the next time, uncomment the following line:
// config.autoSyncPersistentDataPath = true;
// This autosyncing is currently not the default behavior to avoid regressing
// existing user projects that might rely on the earlier manual
// JS_FileSystem_Sync() behavior, but in future Unity version, this will be
// expected to change.
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);
document.querySelector("#unity-container").className = "unity-mobile";
canvas.className = "unity-mobile";
// To lower canvas resolution on mobile devices to gain some
// performance, uncomment the following line:
// config.devicePixelRatio = 1;
} else {
// Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
/* size comes from the full-page CSS */
}
document.querySelector("#unity-loading-bar").style.display = "block";
// Prefer the whole file; fall back to stitching the uploaded parts together.
// Not every static host answers HEAD, so fall back to a one-byte ranged GET.
async function exists(url) {
try {
var head = await fetch(url, { method: 'HEAD' });
if (head.ok) return true;
if (head.status === 404) return false;
} catch (e) {}
try {
var res = await fetch(url, { headers: { Range: 'bytes=0-0' } });
return res.ok || res.status === 206;
} catch (e) { return false; }
}
async function resolveSplitFile(url) {
if (await exists(url)) return url;
var namings = [
function (i) { return url + '.part' + (i + 1); },
function (i) { return url + '.' + String(i).padStart(3, '0'); },
function (i) { return url + '.part' + String(i + 1).padStart(3, '0'); }
];
for (var n = 0; n < namings.length; n++) {
if (!(await exists(namings[n](0)))) continue;
var blobs = [];
for (var i = 0; i < 128; i++) {
var part = namings[n](i);
if (!(await exists(part))) break;
blobs.push(await (await fetch(part)).blob());
}
// A Blob of Blobs can be backed by disk, so peak memory stays near one part.
return URL.createObjectURL(new Blob(blobs, { type: 'application/octet-stream' }));
}
throw new Error('Could not find ' + url + ' or any of its parts.');
}
var script = document.createElement("script");
script.src = loaderUrl;
script.onload = async () => {
config.dataUrl = await resolveSplitFile(config.dataUrl);
config.codeUrl = await resolveSplitFile(config.codeUrl);
createUnityInstance(canvas, config, (progress) => {
document.querySelector("#unity-progress-bar-full").style.width = 100 * progress + "%";
}).then((unityInstance) => {
window.unityInstance = unityInstance;
document.querySelector("#unity-loading-bar").style.display = "none";
document.querySelector("#unity-fullscreen-button").onclick = () => {
unityInstance.SetFullscreen(1);
};
}).catch((message) => {
alert(message);
});
};
document.body.appendChild(script);
</script>
</body>
</html>