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Unity打包webgl设置及遇到问题_unity webgl打包设置

unity webgl打包设置

1.首先打包设置如下图在这里插入图片描述
2.设置完成后可直接打包,但是这时候如果场景内的模型需要交互的时候 需要把模型的读写打开在这里插入图片描述
3.打包Webgl平台时 系统自带字体不支持中文 需要替换字体
4.打包webgl后如何将index设置成自适应满屏 如下图
在这里插入图片描述

在这里插入图片描述

<!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 | NanjingNanPro</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" style="width: 100%; height: 100%;min-width:100%;overflow:hidden;">
      <canvas id="unity-canvas" style="width: 100%; height: 100%;"></canvas//全屏
      <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-webgl-logo"></div>
        <div id="unity-fullscreen-button"></div>
        <div id="unity-build-title">NanjingNanPro</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");
      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 + "/webgl.loader.js";
      var config = {
        dataUrl: buildUrl + "/webgl.data.unityweb",
        frameworkUrl: buildUrl + "/webgl.framework.js.unityweb",
        codeUrl: buildUrl + "/webgl.wasm.unityweb",
        streamingAssetsUrl: "StreamingAssets",
        companyName: "DefaultCompany",
        productName: "NanjingNanPro",
        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);
        container.className = "unity-mobile";

        // To lower canvas resolution on mobile devices to gain some
        // performance, uncomment the following line:
         config.devicePixelRatio = 1;//全屏

       

        unityShowBanner('WebGL builds are not supported on mobile devices.');
      } else {
        // Desktop style: Render the game canvas in a window that can be maximized to fullscreen:

        config.devicePixelRatio = 1;//全屏
      }

      loadingBar.style.display = "block";

      var script = document.createElement("script");
	   var myGameInstance = null;
      script.src = loaderUrl;
      script.onload = () => {
        createUnityInstance(canvas, config, (progress) => {
          progressBarFull.style.width = 100 * progress + "%";
        }).then((unityInstance) => {
		myGameInstance = unityInstance//实例化赋值用来调用方法
          loadingBar.style.display = "none";
          fullscreenButton.onclick = () => {
            unityInstance.SetFullscreen(1);
          };
        }).catch((message) => {
          alert(message);
        });
      };
      document.body.appendChild(script);
	  
	  //加载glb模型
    function LoadGlbModel(json) {
      myGameInstance.SendMessage("GameManager", "LoadGlbModel", json);
    }
	// 切换视角  传值 初始视角,到达层,等 
	 function SetCameraview(viewname) {
      myGameInstance.SendMessage("GameManager", "SetCameraview", viewname);
    }
	//场景加载成功
    function LoadSuccess(str) {

    }
    function LoadModelfinish(str) {
console.log("LoadModelfinish"+str);
    }
  
    ///鼠标点击后返出模型名称
    function OnclickModelName(str) {
      console.log("模型名称:"+str);
}
    </script>
  </body>
</html>

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5.火狐浏览器运行本地Webgl设置

  • firefox的用户请在浏览器的地址栏输入“about:config”,回车后:
  • 在过滤器 (filter) 中搜索“ webglwebgl.force-enabled设置为truewebgl.disabled设置为false
  • 在过滤器 (filter) 中搜索“security.fileuri.strict_origin_policy****security.fileuri.strict_origin_policy设置为false
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