While I understand that WebGL should leave a lot of customization up to the user and their HTML, JS, and CSS skills, there is one major issue that I am currently dealing with.
Let’s say that I’m using a WebGL template…
For the most part, the template is perfect for customizing the look and feel of the WebGL page.
But there are a few things which a WebGL Template cannot handle which I would consider very important.
I understand that UnityLoader.js needs to be generated at compile time in order to work correctly, but there are a lot of assumed messages that simply should not be assumed.
For instance, the WebGL warning messages always suggest downloading Firefox. I totally get that Unity WebGL content runs best on Firefox, but I am doing work for a company that has Microsoft as a customer and that message is inappropriate for my project.
For a while now, I’ve been using my own tool which I run after the build takes place.
https://github.com/ahokinson/unity-webgl-message-editor
Initially, it was just supposed to edit the warning messages and, for that, it sufficed. But more recently, I wanted to change the loading status messages in a similar vein.
Trying to replace the content with my own strings has led to the UnityProgress.js placement/styles being ignored.
I would imagine that the primary motivation of the WebGL development team is performance improvements right now, but I feel like adding these options to the player settings is essential.
If there is any way to control aspects of the generated JavaScript or if it could be added, I would be very appreciative and I’ll buy you a beer at the next Unite.
Otherwise, if anyone having this issue would like to collaborate and make a better post-build tool, let me know!