Original post: http://answers.unity3d.com/questions/1350392/webgl-build-not-using-custom-unityprogressjs.html
I have a Unity project that I have deployed in WebGL. In the Assets/WebGLTemplates folder I have custom template data.
Index.html
<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>%UNITY_WEB_NAME%</title>
<link rel="stylesheet" href="TemplateData/style.css">
<script src="TemplateData/UnityProgress.js"></script>
<script src="%UNITY_WEBGL_LOADER_URL%"></script>
<script>
var gameInstance = UnityLoader.instantiate("gameContainer", "%UNITY_WEBGL_BUILD_URL%");
</script>
</head>
<body>
<div id="gameContainer" style="width: %UNITY_WIDTH%px; height: %UNITY_HEIGHT%px; margin: auto"></div>
</body>
</html>
TemplateData/UnityProgress.js
function UnityProgress(gameInstance, progress) {
if (!gameInstance.Module)
return;
if (!gameInstance.logo) {
gameInstance.logo = document.createElement("div");
console.log("Try it out");
//gameInstance.logo.className = "logo " + gameInstance.Module.splashScreenStyle;
//gameInstance.container.appendChild(gameInstance.logo);
}
...
Trouble is, Unity recognizes the custom template but insists on using its own UnityLoader which has the Unity logo in the loader intact (which the custom loader removes). As a workaround, I have inserted the custom template within the Unity folders itself, and it works as expected. However, I would like to manage the template files within the project itself (so that it is machine independent).
I could not find any documentation on the TemplateData even though I feel like I'm missing something REALLY obvious...
...and I haven't received a reply on the Unity forums for about a week now.