using System.Collections; using System.Collections.Generic; using UnityEngine; using MarksAssets.FullscreenWebGL; using status = MarksAssets.FullscreenWebGL.FullscreenWebGL.status; using navigationUI = MarksAssets.FullscreenWebGL.FullscreenWebGL.navigationUI; public class FullScreenWebGLExample : MonoBehaviour { public GameObject enterFullscreenBtn; public GameObject exitFullscreenBtn; public GameObject fullscreenNotSupportedText; void Start() { if (FullscreenWebGL.isFullscreenSupported()) {//if fullscreen is supported FullscreenWebGL.subscribeToFullscreenchangedEvent();//I'm interested in listening to fullscreen changes, so I subscribe to the event. FullscreenWebGL.onfullscreenchange += () => {//and then I add a callback that will run once the user enters or exits fullscreen if (FullscreenWebGL.isFullscreen()) {//if it's fullscreen enterFullscreenBtn.SetActive(false);//deactivate fullscreen button exitFullscreenBtn.SetActive(true);//activate exitfullscreen button } else {//otherwise do the opposite enterFullscreenBtn.SetActive(true); exitFullscreenBtn.SetActive(false); } }; } else {//if fullscreen is not supported don't show the button to enter fullscreen. This will happen on Safari. enterFullscreenBtn.SetActive(false); fullscreenNotSupportedText.SetActive(true);//just show a message saying fullscreen is not supported. } } //call this on a pointerdown event public void enterfullscreen() { FullscreenWebGL.requestFullscreen(stat => { if (stat == status.Success) { enterFullscreenBtn.SetActive(false); exitFullscreenBtn.SetActive(true); _G.fullscreen=true; } }, navigationUI.hide);//setting navigationUI.hide here is redundant because it's the default value, but I'm doing it for completion. This is an example after all. } public void exitfullscreen() { FullscreenWebGL.exitFullscreen(stat => { if (stat == status.Success) { enterFullscreenBtn.SetActive(true); exitFullscreenBtn.SetActive(false); _G.fullscreen=false; } }); } }