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<!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 Player | Portfolio website</title>
</head>
<body style="text-align: center; padding: 0; border: 0; margin: 0;">
<canvas id="unity-canvas" width=1920 height=1080 tabindex="-1" style="width: 1920px; height: 1080px; background: #231F20"></canvas>
<script src="Build/week2version6.loader.js"></script>
<script>
//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);
var canvas = document.querySelector("#unity-canvas");
canvas.style.width = "100%";
canvas.style.height = "100%";
canvas.style.position = "fixed";
document.body.style.textAlign = "left";
//}
createUnityInstance(document.querySelector("#unity-canvas"), {
arguments: [],
dataUrl: "Build/week2version6.data.unityweb",
frameworkUrl: "Build/week2version6.framework.js.unityweb",
codeUrl: "Build/week2version6.wasm.unityweb",
streamingAssetsUrl: "StreamingAssets",
companyName: "DefaultCompany",
productName: "Portfolio website",
productVersion: "0.1.0",
// matchWebGLToCanvasSize: false, // Uncomment this to separately control WebGL canvas render size and DOM element size.
// devicePixelRatio: 1, // Uncomment this to override low DPI rendering on high DPI displays.
}).then((unityInstance) => {
}).catch((message) => {
alert(message);
});
</script>
</body>
</html>