Spaces:
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Running
Included explaination of controls in index.html.
Browse filesI also added a disclaimer in regards to performance issues.
- index.html +192 -82
- main.css +45 -0
index.html
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<!DOCTYPE html>
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<html lang="en-us">
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</div>
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</div>
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return false;
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}());
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if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
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container.className = "unity-mobile";
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config.devicePixelRatio = 1;
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}
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<!DOCTYPE html>
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<html lang="en-us">
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<head>
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<meta charset="utf-8">
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
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<title>excav_simul_3d</title>
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<link rel="shortcut icon" href="TemplateData/favicon.ico">
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<link rel="stylesheet" href="TemplateData/style.css">
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<link rel="stylesheet" href="main.css">
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</head>
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<body class="dark">
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<div id="unity-container" class="unity-desktop">
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<canvas id="unity-canvas"></canvas>
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</div>
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<div id="loading-cover" style="display:none;">
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<div id="unity-loading-bar">
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<div id="unity-logo"><img src="logo.png"></div>
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<div id="unity-progress-bar-empty" style="display: none;">
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<div id="unity-progress-bar-full"></div>
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</div>
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<div class="spinner"></div>
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</div>
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</div>
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<div id="unity-fullscreen-button" style="display: none;"></div>
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<script>
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const hideFullScreenButton = "";
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const buildUrl = "Build";
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const loaderUrl = buildUrl + "/SimplifiedTerrain-simpleMovement-demo-webgl-dev.loader.js";
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const config = {
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dataUrl: buildUrl + "/SimplifiedTerrain-simpleMovement-demo-webgl-dev.data",
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frameworkUrl: buildUrl + "/SimplifiedTerrain-simpleMovement-demo-webgl-dev.framework.js",
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codeUrl: buildUrl + "/SimplifiedTerrain-simpleMovement-demo-webgl-dev.wasm",
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streamingAssetsUrl: "StreamingAssets",
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companyName: "DefaultCompany",
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productName: "excav_simul_3d",
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productVersion: "0.1",
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};
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const container = document.querySelector("#unity-container");
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const canvas = document.querySelector("#unity-canvas");
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const loadingCover = document.querySelector("#loading-cover");
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const progressBarEmpty = document.querySelector("#unity-progress-bar-empty");
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const progressBarFull = document.querySelector("#unity-progress-bar-full");
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const fullscreenButton = document.querySelector("#unity-fullscreen-button");
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const spinner = document.querySelector('.spinner');
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const canFullscreen = (function () {
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for (const key of [
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'exitFullscreen',
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'webkitExitFullscreen',
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'webkitCancelFullScreen',
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'mozCancelFullScreen',
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'msExitFullscreen',
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]) {
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if (key in document) {
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return true;
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}
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}
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return false;
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}());
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if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
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container.className = "unity-mobile";
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config.devicePixelRatio = 1;
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}
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loadingCover.style.display = "";
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const script = document.createElement("script");
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script.src = loaderUrl;
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script.onload = () => {
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createUnityInstance(canvas, config, (progress) => {
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spinner.style.display = "none";
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progressBarEmpty.style.display = "";
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progressBarFull.style.width = `${100 * progress}%`;
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}).then((unityInstance) => {
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loadingCover.style.display = "none";
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if (canFullscreen) {
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if (!hideFullScreenButton) {
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fullscreenButton.style.display = "";
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}
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fullscreenButton.onclick = () => {
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unityInstance.SetFullscreen(1);
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};
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}
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}).catch((message) => {
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alert(message);
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});
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};
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document.body.appendChild(script);
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</script>
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<div id="infoBox">
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<h1>Controls</h1>
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<div id="controls">
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<table>
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<th>Binding</th>
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<th>Description</th>
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<tr>
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<td>Right Mouse Click (Drag)</td>
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<td>
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Rotates the camera in the direction of the mouse drag.
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</td>
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</tr>
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<tr>
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<td>Left Mouse Click</td>
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<td>
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Sets the goal point to the location on the terrain where you clicked.
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</td>
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</tr>
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<tr>
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<td>W</td>
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<td>
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Move forward.
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</td>
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</tr>
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<tr>
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<td>S</td>
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<td>
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Move backward.
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</td>
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</tr>
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<tr>
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<td>A</td>
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<td>
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Move left.
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</td>
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</tr>
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<tr>
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<td>D</td>
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<td>
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Move right.
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</td>
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</tr>
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<tr>
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<td>R</td>
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<td>
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Restart the episode.
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Note that the terrain does not change even if you are in random mode.
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Deformations to the terrain are preserved as well.
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</td>
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</tr>
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<tr>
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<td>1</td>
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<td>
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<div class="cellHeader">Terrain Mode: RANDOM</div>
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Restart with a random terrain shape (no perlin noise).
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</td>
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</tr>
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<tr>
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<td>2</td>
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<td>
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<div class="cellHeader">Terrain Mode: RANDOM_NOISE</div>
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Restart with a random terrain shape (with perlin noise).
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</td>
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</tr>
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<tr>
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<td>3</td>
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<td>
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<div class="cellHeader">Terrain Mode: GAUSSIAN_SLOPE</div>
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Restart with a gaussian slope shaped terrain.
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</td>
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</tr>
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<tr>
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<td>4</td>
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<td>
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<div class="cellHeader">Terrain Mode: POINTY_GAUSSIAN_SLOPE</div>
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Restart with a <i>pointy</i> gaussian slope shaped terrain.
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</td>
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</tr>
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<tr>
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<td>5</td>
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<td>
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<div class="cellHeader">Terrain Mode: TRAPEZOIDAL_HILL</div>
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Restart with a trapezoidal hill shaped terrain.
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</td>
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</tr>
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</table>
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</div>
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<h1>Disclaimer</h1>
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<div id="disclaimerBody">
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<p>
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<a href="https://docs.unity3d.com/Packages/[email protected]/manual/index.html#inference">
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Unfortunately, MLAgents doesn't support GPU inference for WebGL builds.
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</a><br>
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The current model is small enough that it runs smoothly with GPU
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inference, but large enough that it runs slowly with CPU inference.
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If you would like to receive the latest build on your target platform,
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PM cm107 on huggingface.
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</p>
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<p>
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For more information about WebGL performance considerations, refer to
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<a href="https://docs.unity3d.com/Manual/webgl-performance.html">
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the unity documentation
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</a>.
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</p>
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</div>
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</div>
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</body>
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</html>
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main.css
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#infoBox {
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/* border: 5px solid red; */
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width: 75%;
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margin-left: auto;
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margin-right: auto;
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}
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#controls {
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margin-left: auto;
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margin-right: auto;
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margin-top: auto;
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margin-bottom: auto;
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justify-content: center;
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justify-items: center;
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}
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table {
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display: table;
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justify-content: center;
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margin-left: auto;
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margin-right: auto;
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}
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table,
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th,
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td {
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border: 1px solid;
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border-collapse: collapse;
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}
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td {
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justify-content: right;
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}
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.cellHeader {
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display: flex;
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color: purple;
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justify-content: center;
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}
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#disclaimerBody {
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color: red;
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margin-left: 30px;
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}
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