![]() happening inside the engine, and you would instead like to size up Set this to false if you want to decouple this synchronization from the DOM size of the canvas element (scaled by vicePixelRatio) By default Unity keeps WebGL canvas render target size matched with Var mobileWarning = document.querySelector("#unity-mobile-warning") Var fullscreenButton = document.querySelector("#unity-fullscreen-button") Var progressBarFull = document.querySelector("#unity-progress-bar-full") Var loadingBar = document.querySelector("#unity-loading-bar") Var canvas = document.querySelector("#unity-canvas") Var container = document.querySelector("#unity-container") Var loaderUrl = buildUrl + "/exhibition_" ĭataUrl: buildUrl + "/exhibition_new.data",įrameworkUrl: buildUrl + "/exhibition_",ĬodeUrl: buildUrl + "/exhibition_new.wasm", WebGL builds are not supported on mobile devices. When I run the app.py and open, it shows "WebGL builds are not supported on mobile devices" while I am actually working on my computer rather mobile devices.Ĭould anyone help me why it gave this error? I put the index.html file under the templates and put TemplateData and Build under the static.Īnd here the problem comes. Then I am trying to run this WebGL project on flask. In the building document, there are two folders named TemplateData and Build, one HTML file index.html. ![]() I build a WebGL project and it works fine on browser. I'm new to WebGL and I want to run my unit圓d game on webpage. ![]()
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