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var container = document.querySelector("#unity-container"); var canvas = document.querySelector("#unity-canvas"); var loadingBar = document.querySelector("#unity-loading-bar"); var progressBarFull = document.querySelector("#unity-progress-bar-full"); var fullscreenButton = document.querySelector("#unity-fullscreen-button"); var warningBanner = document.querySelector("#unity-warning");
// Shows a temporary message banner/ribbon for a few seconds, or // a permanent error message on top of the canvas if type=='error'. // If type=='warning', a yellow highlight color is used. // Modify or remove this function to customize the visually presented // way that non-critical warnings and error messages are presented to the // user. function unityShowBanner(msg, type) { function updateBannerVisibility() { warningBanner.style.display = warningBanner.children.length ? 'block' : 'none'; } var div = document.createElement('div'); div.innerHTML = msg; warningBanner.appendChild(div); if (type == 'error') div.style = 'background: red; padding: 10px;'; else { if (type == 'warning') div.style = 'background: yellow; padding: 10px;'; setTimeout(function() { warningBanner.removeChild(div); updateBannerVisibility(); }, 5000); } updateBannerVisibility(); }
var buildUrl = "/wp-content/uploads/bowstrikers/Build"; var loaderUrl = buildUrl + "/BowStrikers-WebGL-20250730-1704.loader.js"; var config = { dataUrl: buildUrl + "/BowStrikers-WebGL-20250730-1704.data", frameworkUrl: buildUrl + "/BowStrikers-WebGL-20250730-1704.framework.js", codeUrl: buildUrl + "/BowStrikers-WebGL-20250730-1704.wasm", streamingAssetsUrl: "StreamingAssets", companyName: "GoofyGang", productName: "BowStrikers", productVersion: "1.0", showBanner: unityShowBanner, };
// By default, Unity keeps WebGL canvas render target size matched with // the DOM size of the canvas element (scaled by window.devicePixelRatio) // Set this to false if you want to decouple this synchronization from // happening inside the engine, and you would instead like to size up // the canvas DOM size and WebGL render target sizes yourself. // config.matchWebGLToCanvasSize = false;
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); container.className = "unity-mobile"; canvas.className = "unity-mobile";
// To lower canvas resolution on mobile devices to gain some // performance, uncomment the following line: // config.devicePixelRatio = 1;
} else { // Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
canvas.style.width = "960px"; canvas.style.height = "600px"; }
loadingBar.style.display = "block";
var script = document.createElement("script"); script.src = loaderUrl; script.onload = () => { createUnityInstance(canvas, config, (progress) => { progressBarFull.style.width = 100 * progress + "%"; }).then((unityInstance) => { loadingBar.style.display = "none"; fullscreenButton.onclick = () => { unityInstance.SetFullscreen(1); }; }).catch((message) => { alert(message); }); };
document.body.appendChild(script);
var container = document.querySelector("#unity-container"); var canvas = document.querySelector("#unity-canvas"); var loadingBar = document.querySelector("#unity-loading-bar"); var progressBarFull = document.querySelector("#unity-progress-bar-full"); var fullscreenButton = document.querySelector("#unity-fullscreen-button"); var warningBanner = document.querySelector("#unity-warning");
// Shows a temporary message banner/ribbon for a few seconds, or // a permanent error message on top of the canvas if type=='error'. // If type=='warning', a yellow highlight color is used. // Modify or remove this function to customize the visually presented // way that non-critical warnings and error messages are presented to the // user. function unityShowBanner(msg, type) { function updateBannerVisibility() { warningBanner.style.display = warningBanner.children.length ? 'block' : 'none'; } var div = document.createElement('div'); div.innerHTML = msg; warningBanner.appendChild(div); if (type == 'error') div.style = 'background: red; padding: 10px;'; else { if (type == 'warning') div.style = 'background: yellow; padding: 10px;'; setTimeout(function() { warningBanner.removeChild(div); updateBannerVisibility(); }, 5000); } updateBannerVisibility(); }
var buildUrl = "/wp-content/uploads/sneakydoggy/Build"; var loaderUrl = buildUrl + "/SneakyDoggy-WebGL-20250707-1527.loader.js"; var config = { dataUrl: buildUrl + "/SneakyDoggy-WebGL-20250707-1527.data", frameworkUrl: buildUrl + "/SneakyDoggy-WebGL-20250707-1527.framework.js", codeUrl: buildUrl + "/SneakyDoggy-WebGL-20250707-1527.wasm", streamingAssetsUrl: "StreamingAssets", companyName: "Dungeneer Studios", productName: "SneakyDoggy", productVersion: "2.0", showBanner: unityShowBanner, };
// By default, Unity keeps WebGL canvas render target size matched with // the DOM size of the canvas element (scaled by window.devicePixelRatio) // Set this to false if you want to decouple this synchronization from // happening inside the engine, and you would instead like to size up // the canvas DOM size and WebGL render target sizes yourself. // config.matchWebGLToCanvasSize = false;
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); container.className = "unity-mobile"; canvas.className = "unity-mobile";
// To lower canvas resolution on mobile devices to gain some // performance, uncomment the following line: // config.devicePixelRatio = 1;
} else { // Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
canvas.style.width = "960px"; canvas.style.height = "600px"; }
loadingBar.style.display = "block";
var script = document.createElement("script"); script.src = loaderUrl; script.onload = () => { createUnityInstance(canvas, config, (progress) => { progressBarFull.style.width = 100 * progress + "%"; }).then((unityInstance) => { loadingBar.style.display = "none"; fullscreenButton.onclick = () => { unityInstance.SetFullscreen(1); }; }).catch((message) => { alert(message); }); };
document.body.appendChild(script);
var container = document.querySelector("#unity-container"); var canvas = document.querySelector("#unity-canvas"); var loadingBar = document.querySelector("#unity-loading-bar"); var progressBarFull = document.querySelector("#unity-progress-bar-full"); var fullscreenButton = document.querySelector("#unity-fullscreen-button"); var warningBanner = document.querySelector("#unity-warning");
// Shows a temporary message banner/ribbon for a few seconds, or // a permanent error message on top of the canvas if type=='error'. // If type=='warning', a yellow highlight color is used. // Modify or remove this function to customize the visually presented // way that non-critical warnings and error messages are presented to the // user. function unityShowBanner(msg, type) { function updateBannerVisibility() { warningBanner.style.display = warningBanner.children.length ? 'block' : 'none'; } var div = document.createElement('div'); div.innerHTML = msg; warningBanner.appendChild(div); if (type == 'error') div.style = 'background: red; padding: 10px;'; else { if (type == 'warning') div.style = 'background: yellow; padding: 10px;'; setTimeout(function() { warningBanner.removeChild(div); updateBannerVisibility(); }, 5000); } updateBannerVisibility(); }
var buildUrl = "/wp-content/uploads/forgottenmemories/Build"; var loaderUrl = buildUrl + "/ForgottenMemories-WebGL-20250701-1849.loader.js"; var config = { dataUrl: buildUrl + "/ForgottenMemories-WebGL-20250701-1849.data", frameworkUrl: buildUrl + "/ForgottenMemories-WebGL-20250701-1849.framework.js", codeUrl: buildUrl + "/ForgottenMemories-WebGL-20250701-1849.wasm", streamingAssetsUrl: "StreamingAssets", companyName: "ARR", productName: "Forgotten Memories", productVersion: "1.0.0", showBanner: unityShowBanner, };
// By default, Unity keeps WebGL canvas render target size matched with // the DOM size of the canvas element (scaled by window.devicePixelRatio) // Set this to false if you want to decouple this synchronization from // happening inside the engine, and you would instead like to size up // the canvas DOM size and WebGL render target sizes yourself. // config.matchWebGLToCanvasSize = false;
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); container.className = "unity-mobile"; canvas.className = "unity-mobile";
// To lower canvas resolution on mobile devices to gain some // performance, uncomment the following line: // config.devicePixelRatio = 1;
} else { // Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
canvas.style.width = "960px"; canvas.style.height = "600px"; }
loadingBar.style.display = "block";
var script = document.createElement("script"); script.src = loaderUrl; script.onload = () => { createUnityInstance(canvas, config, (progress) => { progressBarFull.style.width = 100 * progress + "%"; }).then((unityInstance) => { loadingBar.style.display = "none"; fullscreenButton.onclick = () => { unityInstance.SetFullscreen(1); }; }).catch((message) => { alert(message); }); };
document.body.appendChild(script);
var container = document.querySelector("#unity-container"); var canvas = document.querySelector("#unity-canvas"); var loadingBar = document.querySelector("#unity-loading-bar"); var progressBarFull = document.querySelector("#unity-progress-bar-full"); var fullscreenButton = document.querySelector("#unity-fullscreen-button"); var warningBanner = document.querySelector("#unity-warning");
// Shows a temporary message banner/ribbon for a few seconds, or // a permanent error message on top of the canvas if type=='error'. // If type=='warning', a yellow highlight color is used. // Modify or remove this function to customize the visually presented // way that non-critical warnings and error messages are presented to the // user. function unityShowBanner(msg, type) { function updateBannerVisibility() { warningBanner.style.display = warningBanner.children.length ? 'block' : 'none'; } var div = document.createElement('div'); div.innerHTML = msg; warningBanner.appendChild(div); if (type == 'error') div.style = 'background: red; padding: 10px;'; else { if (type == 'warning') div.style = 'background: yellow; padding: 10px;'; setTimeout(function() { warningBanner.removeChild(div); updateBannerVisibility(); }, 5000); } updateBannerVisibility(); }
var buildUrl = "/wp-content/uploads/cruzzle/Build"; var loaderUrl = buildUrl + "/Cruzzle-WebGL-20250703-1729.loader.js"; var config = { dataUrl: buildUrl + "/Cruzzle-WebGL-20250703-1729.data", frameworkUrl: buildUrl + "/Cruzzle-WebGL-20250703-1729.framework.js", codeUrl: buildUrl + "/Cruzzle-WebGL-20250703-1729.wasm", streamingAssetsUrl: "StreamingAssets", companyName: "Duck Studio", productName: "Cruzzle", productVersion: "1.0", showBanner: unityShowBanner, };
// By default, Unity keeps WebGL canvas render target size matched with // the DOM size of the canvas element (scaled by window.devicePixelRatio) // Set this to false if you want to decouple this synchronization from // happening inside the engine, and you would instead like to size up // the canvas DOM size and WebGL render target sizes yourself. // config.matchWebGLToCanvasSize = false;
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); container.className = "unity-mobile"; canvas.className = "unity-mobile";
// To lower canvas resolution on mobile devices to gain some // performance, uncomment the following line: // config.devicePixelRatio = 1;
} else { // Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
canvas.style.width = "960px"; canvas.style.height = "540px"; }
loadingBar.style.display = "block";
var script = document.createElement("script"); script.src = loaderUrl; script.onload = () => { createUnityInstance(canvas, config, (progress) => { progressBarFull.style.width = 100 * progress + "%"; }).then((unityInstance) => { loadingBar.style.display = "none"; fullscreenButton.onclick = () => { unityInstance.SetFullscreen(1); }; }).catch((message) => { alert(message); }); };
document.body.appendChild(script);
Objetivo: Chegar à meta sem bater nos outros carros | ⬅️ e ➡️ – Movimentar o carro | F – Disparar | K – Pausa o jogo
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Objetivo: Subir o mais tempo possível saltando de nuvem em nuvem | ⬅️ e ➡️ – Movimentar a personagem | Barra de espaços – Ativar paraquedas
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