unity3d Unity试图使下载的webGL游戏自动全屏[复制]

rlcwz9us  于 2023-01-31  发布在  其他
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Javascript request fullscreen is unreliable(5个答案)
14小时前关门了。
我从网上下载了一个Unity webGL游戏。我不知道它是用什么版本的Unity制作的。
它开始在一个小画布上播放与其他东西在页面上,如统一的标志,有一个按钮,使其全屏页面上。我希望它是全屏,只要你加载页面。
我试着在index.html的脚本中添加这一行,以单击全屏按钮。

fullscreenButton.click();

但是我得到了一堆错误。

这是一个完整的index.html,里面有javascript。你可以看到我在底部附近添加的行。我刚刚尝试在unityInstance. SetFullscreen(1)被赋给它的onclick事件(或者其他什么事件(我不知道关于web的任何事情)之后单击按钮。我还尝试调用unityInstance. SetFullscreen(1),但是我得到了同样的错误。那么我怎样才能让它全屏显示呢?

<!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 | QTE</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="100%" height="100%"></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-webgl-logo"></div>
        <div id="unity-fullscreen-button"></div>
        <div id="unity-build-title">QTE</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 + "/WebBuild.loader.js";
      var config = {
        dataUrl: buildUrl + "/WebBuild.data",
        frameworkUrl: buildUrl + "/WebBuild.framework.js",
        codeUrl: buildUrl + "/WebBuild.wasm",
        streamingAssetsUrl: "StreamingAssets",
        companyName: "Rat Bashers",
        productName: "QTE",
        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;

        canvas.style.width = window.innerWidth + 'px';
        canvas.style.height = window.innerHeight + 'px';

        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:

        canvas.style.width = "1280px";
        canvas.style.height = "720px";
      }

      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";
              
          unityInstance.SetFullscreen(1);
          fullscreenButton.onclick = () => {
            unityInstance.SetFullscreen(1);
          };
          fullscreenButton.click();  
        }).catch((message) => {
          alert(message);
        });
      };      
      document.body.appendChild(script); 
    </script>
  </body>
</html>
rbl8hiat

rbl8hiat1#

出于安全原因,只能在键盘或单击事件的事件处理程序中调用requestFullscreen。
更多详情:Javascript请求全屏不可靠

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