Rendering设置
Gamma和Linear颜色空间,两者有色差,Gamma有个2.25左右的修正值;
WebGL2.0可用的情况,只支持Deferred Render延迟渲染,且只支持Linear颜色空间;
UnityWebGL使用Video播放工具还不支持WegGL2.0;
使用WebGL1.0对shader有很大的限制,如果shader失效替换WebGL2.0,或者调低shader版本;
这里的设置还关系到屏幕后期处理PostProcessing能不能用;
OtherSetting
Strip Engine Code和Managed Stripping Level大概是什么代码剥离和剥离等级,打包后运行出错有可能就是这里选择了enable;
Prebake Collision Mesh:提前添加碰撞到网格,变复杂场景加载过慢问题,空间换时间;问题;
Optimize Mesh Data:静态分析材质,去掉Mesh中无用的数据,比如切线,多余UV什么的;但是如果有代码动态切换材质使用法线的,打包运行会出错,尽量也别选吧;
PublishingSettings
Enable Exceptions 是否允许打印日志,测试选择打印,报错会使用trycatch,至少能让程序跑起来;
Compression Format 发布版本文件压缩格式,如果出错也可试试看是不是因为压缩问题;
Name Files As Hashes 使用MD5哈希作为每个文件名,在Js中再处理也要用哈希名;
Data caching 允许浏览器缓存,可能需要浏览器权限;
WebGL模板
官方给了mini和Default模板,在Unity安装目录PlaybackEngines/WebGLSupport/BuildTools/WebGLTemplates/中;
可以拷贝官方的模板做修改也放在这个目录,会在playersetting中显示出自定义模板;
修改模板中Index.html即可;
下面是自定义做了浏览器自适应的模板,取消了白色加载条;
<!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 | {{{ PRODUCT_NAME }}}</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
<style>
html,body{overflow:hidden;}
</style>
</head>
<body>
<div id="unity-container" class="unity-desktop">
<canvas id="unity-canvas" width={{{ WIDTH }}} height={{{ HEIGHT }}}></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-mobile-warning">
WebGL builds are not supported on mobile devices.
</div>
</div>
<script>
var buildUrl = "Build";
var loaderUrl = buildUrl + "/{{{ LOADER_FILENAME }}}";
var config = {
dataUrl: buildUrl + "/{{{ DATA_FILENAME }}}",
frameworkUrl: buildUrl + "/{{{ FRAMEWORK_FILENAME }}}",
codeUrl: buildUrl + "/{{{ CODE_FILENAME }}}",
#if MEMORY_FILENAME
memoryUrl: buildUrl + "/{{{ MEMORY_FILENAME }}}",
#endif
#if SYMBOLS_FILENAME
symbolsUrl: buildUrl + "/{{{ SYMBOLS_FILENAME }}}",
#endif
streamingAssetsUrl: "StreamingAssets",
companyName: "{{{ COMPANY_NAME }}}",
productName: "{{{ PRODUCT_NAME }}}",
productVersion: "{{{ PRODUCT_VERSION }}}",
};
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 mobileWarning = document.querySelector("#unity-mobile-warning");
// 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;
//监听浏览器宽度的改变
let width =0;
let height=0;
function changeMargin() {
width = document.documentElement.clientWidth
height = document.documentElement.clientHeight + 8
canvas.style.width = width+"px";
canvas.style.height = height+"px";
}
window.onresize = function () {
changeMargin();
}
if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
container.className = "unity-mobile";
// Avoid draining fillrate performance on mobile devices,
// and default/override low DPI mode on mobile browsers.
config.devicePixelRatio = 1;
mobileWarning.style.display = "block";
setTimeout(() => {
mobileWarning.style.display = "none";
}, 5000);
} else {
changeMargin();
}
#if BACKGROUND_FILENAME
canvas.style.background = "url('" + buildUrl + "/{{{ BACKGROUND_FILENAME.replace(/'/g, '%27') }}}') center / cover";
#endif
loadingBar.style.display = "block";
let address = "88c8f3e4c36fce74c59a1de4fda281af25b3165a2e9e080588a693d1b839b771";
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.SendMessage("GameInit","LoginByWallet",address);
}).catch((message) => {
alert(message);
});
};
document.body.appendChild(script);
</script>
</body>
</html>
打开日志和栈信息
OtherSetting中如下,以及上述的PublishingSetting中Enable Exceptions:
Splash Image
开屏动画,加载条,icon等素材替换;
开屏Logo把DrawMode换成顺序,然后换顺序放上Logo,点Preview可以预览;
WebGL模板文件夹TemplateData下有个css,定义了加载进度条和logo格式,同时也存放了相应图片素材,直接替换或者修改css都可;
图标.ico也在里面,png转ico要转格式;