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UnityAdsSettings: + m_Enabled: 0 + m_InitializeOnStartup: 1 + m_TestMode: 0 + m_EnabledPlatforms: 4294967295 + m_IosGameId: + m_AndroidGameId: + m_GameIds: {} + m_GameId: + PerformanceReportingSettings: + m_Enabled: 0 diff --git a/README.md b/README.md new file mode 100644 index 0000000..0049c5d --- /dev/null +++ b/README.md @@ -0,0 +1,15 @@ +# A Better Unity WebGL template + +I have no idea why Unity choose to not make its WebGL exporter default +to filling the window like pretty much all other WebGL apps on the net +but in any case here is a minimal template + +Example: https://greggman.github.io/better-unity-webgl-template/ + +The short version is you just need the `Assets/WebGLTemplates/BetterTemplate` folder +in your project. Then pick `Edit->Project Settings->Player`, in the WebGL tab +under *Resolution and Presentation* pick "BetterTemplate". + + + + diff --git a/WebGLFitWindow.sln b/WebGLFitWindow.sln new file mode 100644 index 0000000..e1da81b --- /dev/null +++ b/WebGLFitWindow.sln @@ -0,0 +1,23 @@ + +Microsoft Visual Studio Solution File, Format Version 11.00 +# Visual Studio 2010 +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WebGLCube", "Assembly-CSharp.csproj", "{EE0CF490-FEC0-5CAB-0042-EE025B7D1984}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|Any CPU = Debug|Any CPU + Release|Any CPU = Release|Any CPU + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {EE0CF490-FEC0-5CAB-0042-EE025B7D1984}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {EE0CF490-FEC0-5CAB-0042-EE025B7D1984}.Debug|Any CPU.Build.0 = Debug|Any CPU + {EE0CF490-FEC0-5CAB-0042-EE025B7D1984}.Release|Any CPU.ActiveCfg = Release|Any CPU + {EE0CF490-FEC0-5CAB-0042-EE025B7D1984}.Release|Any CPU.Build.0 = Release|Any CPU + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(MonoDevelopProperties) = preSolution + StartupItem = Assembly-CSharp.csproj + EndGlobalSection +EndGlobal