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Window Looked weird
Fixing Game window?
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aps16104 committed Feb 19, 2020
1 parent fc0ac69 commit 77bb6c3
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Showing 6 changed files with 211 additions and 22 deletions.
154 changes: 154 additions & 0 deletions SpaceShooter/Assets/Main.unity
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Binary file modified SpaceShooter/Builds/Build/Builds.data.unityweb
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Binary file modified SpaceShooter/Builds/Build/Builds.wasm.code.unityweb
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44 changes: 22 additions & 22 deletions SpaceShooter/Builds/Build/Builds.wasm.framework.unityweb
Expand Up @@ -3021,7 +3021,7 @@ __ATINIT__.push({
})
}, {
func: (function() {
__GLOBAL__sub_I_Thread_cpp_39566();
__GLOBAL__sub_I_Thread_cpp_85115();
})
}, {
func: (function() {
Expand Down Expand Up @@ -3057,15 +3057,19 @@ __ATINIT__.push({
})
}, {
func: (function() {
__GLOBAL__sub_I_Assembly_cpp_40309();
__GLOBAL__sub_I_Assembly_cpp_85858();
})
}, {
func: (function() {
__GLOBAL__sub_I_MemoryMappedFile_cpp();
})
}, {
func: (function() {
__GLOBAL__sub_I_Runtime_cpp_40928();
__GLOBAL__sub_I_Runtime_cpp_86477();
})
}, {
func: (function() {
__GLOBAL__sub_I_Il2CppCodeRegistration_cpp();
})
}, {
func: (function() {
Expand All @@ -3083,10 +3087,6 @@ __ATINIT__.push({
func: (function() {
__GLOBAL__sub_I_Path_cpp();
})
}, {
func: (function() {
__GLOBAL__sub_I_Il2CppCodeRegistration_cpp();
})
});
var STATIC_BUMP = 3066976;
Module["STATIC_BASE"] = STATIC_BASE;
Expand Down Expand Up @@ -19508,11 +19508,11 @@ asm["__GLOBAL__sub_I_Assembly_cpp"] = (function() {
assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)");
return real___GLOBAL__sub_I_Assembly_cpp.apply(null, arguments);
});
var real___GLOBAL__sub_I_Assembly_cpp_40309 = asm["__GLOBAL__sub_I_Assembly_cpp_40309"];
asm["__GLOBAL__sub_I_Assembly_cpp_40309"] = (function() {
var real___GLOBAL__sub_I_Assembly_cpp_85858 = asm["__GLOBAL__sub_I_Assembly_cpp_85858"];
asm["__GLOBAL__sub_I_Assembly_cpp_85858"] = (function() {
assert(runtimeInitialized, "you need to wait for the runtime to be ready (e.g. wait for main() to be called)");
assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)");
return real___GLOBAL__sub_I_Assembly_cpp_40309.apply(null, arguments);
return real___GLOBAL__sub_I_Assembly_cpp_85858.apply(null, arguments);
});
var real___GLOBAL__sub_I_AssetBundleFileSystem_cpp = asm["__GLOBAL__sub_I_AssetBundleFileSystem_cpp"];
asm["__GLOBAL__sub_I_AssetBundleFileSystem_cpp"] = (function() {
Expand Down Expand Up @@ -20912,11 +20912,11 @@ asm["__GLOBAL__sub_I_Runtime_cpp"] = (function() {
assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)");
return real___GLOBAL__sub_I_Runtime_cpp.apply(null, arguments);
});
var real___GLOBAL__sub_I_Runtime_cpp_40928 = asm["__GLOBAL__sub_I_Runtime_cpp_40928"];
asm["__GLOBAL__sub_I_Runtime_cpp_40928"] = (function() {
var real___GLOBAL__sub_I_Runtime_cpp_86477 = asm["__GLOBAL__sub_I_Runtime_cpp_86477"];
asm["__GLOBAL__sub_I_Runtime_cpp_86477"] = (function() {
assert(runtimeInitialized, "you need to wait for the runtime to be ready (e.g. wait for main() to be called)");
assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)");
return real___GLOBAL__sub_I_Runtime_cpp_40928.apply(null, arguments);
return real___GLOBAL__sub_I_Runtime_cpp_86477.apply(null, arguments);
});
var real___GLOBAL__sub_I_Shader_cpp = asm["__GLOBAL__sub_I_Shader_cpp"];
asm["__GLOBAL__sub_I_Shader_cpp"] = (function() {
Expand Down Expand Up @@ -21032,11 +21032,11 @@ asm["__GLOBAL__sub_I_Thread_cpp"] = (function() {
assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)");
return real___GLOBAL__sub_I_Thread_cpp.apply(null, arguments);
});
var real___GLOBAL__sub_I_Thread_cpp_39566 = asm["__GLOBAL__sub_I_Thread_cpp_39566"];
asm["__GLOBAL__sub_I_Thread_cpp_39566"] = (function() {
var real___GLOBAL__sub_I_Thread_cpp_85115 = asm["__GLOBAL__sub_I_Thread_cpp_85115"];
asm["__GLOBAL__sub_I_Thread_cpp_85115"] = (function() {
assert(runtimeInitialized, "you need to wait for the runtime to be ready (e.g. wait for main() to be called)");
assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)");
return real___GLOBAL__sub_I_Thread_cpp_39566.apply(null, arguments);
return real___GLOBAL__sub_I_Thread_cpp_85115.apply(null, arguments);
});
var real___GLOBAL__sub_I_TilemapScriptingClasses_cpp = asm["__GLOBAL__sub_I_TilemapScriptingClasses_cpp"];
asm["__GLOBAL__sub_I_TilemapScriptingClasses_cpp"] = (function() {
Expand Down Expand Up @@ -22478,10 +22478,10 @@ var __GLOBAL__sub_I_Assembly_cpp = Module["__GLOBAL__sub_I_Assembly_cpp"] = (fun
assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)");
return Module["asm"]["__GLOBAL__sub_I_Assembly_cpp"].apply(null, arguments);
});
var __GLOBAL__sub_I_Assembly_cpp_40309 = Module["__GLOBAL__sub_I_Assembly_cpp_40309"] = (function() {
var __GLOBAL__sub_I_Assembly_cpp_85858 = Module["__GLOBAL__sub_I_Assembly_cpp_85858"] = (function() {
assert(runtimeInitialized, "you need to wait for the runtime to be ready (e.g. wait for main() to be called)");
assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)");
return Module["asm"]["__GLOBAL__sub_I_Assembly_cpp_40309"].apply(null, arguments);
return Module["asm"]["__GLOBAL__sub_I_Assembly_cpp_85858"].apply(null, arguments);
});
var __GLOBAL__sub_I_AssetBundleFileSystem_cpp = Module["__GLOBAL__sub_I_AssetBundleFileSystem_cpp"] = (function() {
assert(runtimeInitialized, "you need to wait for the runtime to be ready (e.g. wait for main() to be called)");
Expand Down Expand Up @@ -23648,10 +23648,10 @@ var __GLOBAL__sub_I_Runtime_cpp = Module["__GLOBAL__sub_I_Runtime_cpp"] = (funct
assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)");
return Module["asm"]["__GLOBAL__sub_I_Runtime_cpp"].apply(null, arguments);
});
var __GLOBAL__sub_I_Runtime_cpp_40928 = Module["__GLOBAL__sub_I_Runtime_cpp_40928"] = (function() {
var __GLOBAL__sub_I_Runtime_cpp_86477 = Module["__GLOBAL__sub_I_Runtime_cpp_86477"] = (function() {
assert(runtimeInitialized, "you need to wait for the runtime to be ready (e.g. wait for main() to be called)");
assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)");
return Module["asm"]["__GLOBAL__sub_I_Runtime_cpp_40928"].apply(null, arguments);
return Module["asm"]["__GLOBAL__sub_I_Runtime_cpp_86477"].apply(null, arguments);
});
var __GLOBAL__sub_I_Shader_cpp = Module["__GLOBAL__sub_I_Shader_cpp"] = (function() {
assert(runtimeInitialized, "you need to wait for the runtime to be ready (e.g. wait for main() to be called)");
Expand Down Expand Up @@ -23748,10 +23748,10 @@ var __GLOBAL__sub_I_Thread_cpp = Module["__GLOBAL__sub_I_Thread_cpp"] = (functio
assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)");
return Module["asm"]["__GLOBAL__sub_I_Thread_cpp"].apply(null, arguments);
});
var __GLOBAL__sub_I_Thread_cpp_39566 = Module["__GLOBAL__sub_I_Thread_cpp_39566"] = (function() {
var __GLOBAL__sub_I_Thread_cpp_85115 = Module["__GLOBAL__sub_I_Thread_cpp_85115"] = (function() {
assert(runtimeInitialized, "you need to wait for the runtime to be ready (e.g. wait for main() to be called)");
assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)");
return Module["asm"]["__GLOBAL__sub_I_Thread_cpp_39566"].apply(null, arguments);
return Module["asm"]["__GLOBAL__sub_I_Thread_cpp_85115"].apply(null, arguments);
});
var __GLOBAL__sub_I_TilemapScriptingClasses_cpp = Module["__GLOBAL__sub_I_TilemapScriptingClasses_cpp"] = (function() {
assert(runtimeInitialized, "you need to wait for the runtime to be ready (e.g. wait for main() to be called)");
Expand Down

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