I want to overlay a div in front of full-screen Unity - Canvas. I can overlay it when it is not full screen but can not figure out how to overlay div front of Unity Canvas while canvas is in full-screen mode.
I made a loading CSS in the index.html file of the Unity WebGL build. That I paste below.
<style>
.loader {
position: absolute;
left: 50%;
top: 50%;
z-index: 999;
width: 120px;
height: 120px;
margin: -76px 0 0 -76px;
border: 16px solid #f3f3f3;
border-radius: 50%;
border-top: 16px solid #babfc2;
-webkit-animation: spin 2s linear infinite;
animation: spin 2s linear infinite;
}
/* Safari */
@-webkit-keyframes spin {
0% { -webkit-transform: rotate(0deg); }
100% { -webkit-transform: rotate(360deg); }
}
@keyframes spin {
0% { transform: rotate(0deg); }
100% { transform: rotate(360deg); }
}
</style>
<div id="modelLoading" class="loader"></div>
I use this CSS as a class for a div, Basically, div shows up in a normal window as seen in the image below, but it disappears in the full-screen window. Also tried: fullscreen things but didn't work.
I add screenshots and the full HTML code below.
Thank you for your help.
<!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 | DeleteThisWebGLMultiThreadWorks2</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
</head>
<body>
<style>
.loader {
position: absolute;
left: 50%;
top: 50%;
z-index: 999;
width: 120px;
height: 120px;
margin: -76px 0 0 -76px;
border: 16px solid #f3f3f3;
border-radius: 50%;
border-top: 16px solid #babfc2;
-webkit-animation: spin 2s linear infinite;
animation: spin 2s linear infinite;
}
/* Safari */
@-webkit-keyframes spin {
0% { -webkit-transform: rotate(0deg); }
100% { -webkit-transform: rotate(360deg); }
}
@keyframes spin {
0% { transform: rotate(0deg); }
100% { transform: rotate(360deg); }
}
</style>
<div id="modelLoading" class="loader"></div>
<div id="unity-container" class="unity-desktop">
<canvas id="unity-canvas" width=960 height=600>
</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">DeleteThisWebGLMultiThreadWorks2</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 + "/DeleteThisTryingMultiThreadWebGL8.loader.js";
var config = {
dataUrl: buildUrl + "/DeleteThisTryingMultiThreadWebGL8.data.gz",
frameworkUrl: buildUrl + "/DeleteThisTryingMultiThreadWebGL8.framework.js.gz",
codeUrl: buildUrl + "/DeleteThisTryingMultiThreadWebGL8.wasm.gz",
streamingAssetsUrl: "StreamingAssets",
companyName: "DefaultCompany",
productName: "DeleteThisWebGLMultiThreadWorks2",
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 = "960px";
canvas.style.height = "600px";
}
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";
fullscreenButton.onclick = () => {
unityInstance.SetFullscreen(1);
};
}).catch((message) => {
alert(message);
});
};
document.body.appendChild(script);
</script>
</body>
</html>
Instead of asking unity library to make canvas fullscreen you can make entire canvas container
fullscreen yourself using JavaScript and DOM APIs.
This way you'll have more control. See below demo code. Explanation is in the code comments.
As you haven't shared your CSS and javascript libraries I've added my own style for demo purpose.
Put this entire code in a local .html file and run it in a browser. Then press Fullscreen
. You'll notice that the spinning loader is in fullscreen along with the canvas.
<!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 | DeleteThisWebGLMultiThreadWorks2</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
<style>
.loader {
position: absolute;
left: 50%;
top: 50%;
z-index: 999;
width: 120px;
height: 120px;
margin: -76px 0 0 -76px;
border: 16px solid #f3f3f3;
border-radius: 50%;
border-top: 16px solid #babfc2;
-webkit-animation: spin 2s linear infinite;
animation: spin 2s linear infinite;
}
/* Safari */
@-webkit-keyframes spin {
0% {
-webkit-transform: rotate(0deg);
}
100% {
-webkit-transform: rotate(360deg);
}
}
@keyframes spin {
0% {
transform: rotate(0deg);
}
100% {
transform: rotate(360deg);
}
}
/* new rules ********/
#unity-container {
width: 97vw;
height: 90vh;
border: 3px solid orange;
background-color: gray;
}
#fullScreenContainer {
position: relative;
height: 100%;
width: 100%;
}
#unity-canvas {
background-color: black;
/* note the dimensions are in percentages */
/* they'll scale with parent, as parent goes fullscreen*/
/* the canvas will grow as well*/
width: 100%;
height: 100%;
margin: 0 auto;
}
#unity-fullscreen-button {
border: 1px solid black;
width: fit-content;
color: Orange;
font-size: 2em;
}
#unity-fullscreen-button:hover {
background-color: lightgreen;
}
body {
margin: 0;
padding: 0;
box-sizing: border-box;
}
</style>
</head>
<body>
<div id="unity-container" class="unity-desktop">
<!-- take this container fullscreen instead of taking only the canvas -->
<div id="fullScreenContainer">
<div id="modelLoading" class="loader"></div>
<canvas id="unity-canvas"></canvas>
</div>
<div id="unity-footer">
<div id="unity-fullscreen-button">FullScreen</div>
</div>
</div>
<script>
var container = document.querySelector("#unity-container");
var fullContainer = document.querySelector("#fullScreenContainer");
var fullscreenButton = document.querySelector("#unity-fullscreen-button");
fullscreenButton.onclick = () => {
//don't request fullscreen on unityinstance
//unityInstance.SetFullscreen(1);
//let's take things fullscreen ourselves
//request fullscreen on the wrapper
fullContainer.requestFullscreen();
//you might want to resize canvas to fit screen.
};
//ignore this just for the demo
var canvas = document.getElementById("unity-canvas");
var ctx = canvas.getContext("2d");
ctx.font = "bold 24px verdana, sans-serif";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillStyle = "green";
ctx.fillText("The Game", 150, 80);
ctx.closePath();
</script>
</body>
</html>
I think if you debug unityInstance.SetFullscreen(1)
in chrome developer console then you'll find that it does similar thing: resizing canvas and calling requestFullscreen()
on it.
Note: StackOverflow and other online html editors do not allow fullscreen so you'll have to try the code in local .html file.
With fix your code will look like this:
<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title> Xplore 3D Model Editor</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
<style>
#modelLoading {
position: absolute;
left: 50%;
top: 50%;
z-index: 1;
width: 120px;
height: 120px;
margin: -76px 0 0 -76px;
border: 16px solid #f3f3f3;
border-radius: 50%;
border-top: 16px solid #babfc2;
-webkit-animation: spin 2s linear infinite;
animation: spin 2s linear infinite;
}
#modelLoading:fullscreen {
position: absolute;
left: 50%;
top: 50%;
z-index: 1;
width: 120px;
height: 120px;
margin: -76px 0 0 -76px;
border: 16px solid #f3f3f3;
border-radius: 50%;
border-top: 16px solid #babfc2;
-webkit-animation: spin 2s linear infinite;
animation: spin 2s linear infinite;
}
/* Safari */
@-webkit-keyframes spin {
0% {
-webkit-transform: rotate(0deg);
}
100% {
-webkit-transform: rotate(360deg);
}
}
@keyframes spin {
0% {
transform: rotate(0deg);
}
100% {
transform: rotate(360deg);
}
}
</style>
</head>
<body>
<div id="unity-container" class="unity-desktop">
<div id="modelLoadingContainer">
<div id="modelLoading"></div>
<!-- //*** removed inline dimensions. setting inline style is not good -->
<canvas id="unity-canvas"></canvas>
</div>
<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">Xplore 3D Model Editor</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");
var modelLoading = document.getElementById('modelLoading');
function EnableModelLoading() {
document.getElementById("modelLoading").style.display = "";
}
function DisableleModelLoading() {
document.getElementById("modelLoading").style.display = "none";
}
// 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 + "/Xplore3DModelEditorOnHeroku5.loader.js";
var config = {
dataUrl: buildUrl + "/Xplore3DModelEditorOnHeroku5.data.unityweb",
frameworkUrl: buildUrl + "/Xplore3DModelEditorOnHeroku5.framework.js.unityweb",
codeUrl: buildUrl + "/Xplore3DModelEditorOnHeroku5.wasm.unityweb",
streamingAssetsUrl: "StreamingAssets",
companyName: "Timelooper",
productName: "Xplore 3D Model Editor",
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)) {
container.className = "unity-mobile";
// Avoid draining fillrate performance on mobile devices,
// and default/override low DPI mode on mobile browsers.
config.devicePixelRatio = 1;
unityShowBanner('WebGL builds are not supported on mobile devices.');
} else {
//*** changes set minWidth instead of fixed width
canvas.style.minWidth = "960px";
canvas.style.minHeight = "600px";
//100% will ensure canvas will be of parent size
canvas.style.width = "100%";
canvas.style.height = "100%";
}
loadingBar.style.display = "block";
var script = document.createElement("script");
script.src = loaderUrl;
script.onload = () => {
//DisableleModelLoading();
createUnityInstance(canvas, config, (progress) => {
progressBarFull.style.width = 100 * progress + "%";
}).then((unityInstance) => {
loadingBar.style.display = "none";
//*** hide loading
modelLoading.style.display = "none";
}).catch((message) => {
alert(message);
});
};
document.getElementById('unity-fullscreen-button').addEventListener('click', function () {
var elem = document.getElementById('modelLoadingContainer');
elem.webkitRequestFullscreen();
if (elem.requestFullscreen) {
elem.requestFullscreen();
} else if (elem.msRequestFullscreen) {
elem.msRequestFullscreen();
} else if (elem.mozRequestFullScreen) {
elem.mozRequestFullScreen();
} else if (elem.webkitRequestFullscreen) {
elem.webkitRequestFullscreen();
}
});
document.body.appendChild(script);
</script>
</body>
</html>
You may have to adjust style on fullScreenContainer
element.