body { padding: 0; margin: 0; overflow: hidden; background: #231F20; }

/* The container fills the viewport and centres the canvas; index.html sizes the
   canvas element itself to the largest box of the game's aspect ratio that fits
   the window. Do NOT letterbox with object-fit: contain instead - Unity maps
   mouse/touch positions across the canvas element's whole box, so with
   object-fit every click lands off target whenever the window's shape differs
   from the game's (buttons stopped responding on phones and narrow windows). */
#unity-container { position: fixed; inset: 0; width: 100%; height: 100%; display: flex; align-items: center; justify-content: center; }
#unity-canvas { background: #231F20; display: block; }

#unity-loading-bar { position: absolute; left: 50%; top: 50%; transform: translate(-50%, -50%); display: none }
#unity-logo { width: 154px; height: 130px; background: url('unity-logo-dark.png') no-repeat center }
#unity-progress-bar-empty { width: 141px; height: 18px; margin-top: 10px; margin-left: 6.5px; background: url('progress-bar-empty-dark.png') no-repeat center }
#unity-progress-bar-full { width: 0%; height: 18px; margin-top: 10px; background: url('progress-bar-full-dark.png') no-repeat center }

/* The fullscreen-button footer sat below a fixed-height canvas in the stock
   template; with the canvas now filling the viewport there's nowhere for it to
   sit without overlapping the game, so it's dropped rather than floated over
   gameplay UI. */
#unity-footer { display: none }

#unity-warning { position: absolute; left: 50%; top: 5%; transform: translate(-50%); background: white; padding: 10px; display: none }
