html, body { height: 100%; padding: 0; margin: 0; background: #000; color: #ccc; overflow: hidden }
/* Full-window canvas on every device (Last Martians ships the same shape): the game fills
   the viewport instead of sitting in a fixed, centred {WIDTH}x{HEIGHT} letterbox. Menu
   canvases scale with ScreenMatchMode.Expand, so a wider window widens the view. */
#unity-container { position: fixed; inset: 0 }
#unity-canvas { display: block; width: 100%; height: 100% }
/* Hardcoded black, NOT #231F20. That variable is substituted at build time
   from Player Settings, which is a dark grey — so the canvas rendered as a visibly lighter
   rectangle floating inside the black page for the whole load. The page and the canvas must
   be the same black or the seam shows before Unity paints its first frame. */
#unity-canvas { background: #000 }
#unity-loading-bar { position: absolute; left: 50%; top: 50%; transform: translate(-50%, -50%); display: none }
/* source art is 249x260; shown at ~55% so it reads as a mark, not a poster */
#unity-logo { width: 138px; height: 144px; margin: 0 auto; background: url('pawstrike-logo.png') no-repeat center; background-size: contain }
/* Drawn in CSS, NOT from Unity's stock progress-bar-*.png. Those ship a dark navy-blue bar
   despite the "-light" suffix (the suffix means "for light backgrounds", not "light coloured"),
   which on a black page read as a barely-visible blue smear. A flat white fill on a faint
   track needs no art, is guaranteed on-brand, and stays crisp at any DPR. */
#unity-progress-bar-empty { width: 141px; height: 6px; margin: 20px auto 0; background: rgba(255,255,255,0.14) }
#unity-progress-bar-full { width: 0%; height: 6px; background: #fff }
/* The footer (logo plate, title, fullscreen button) predates the full-window canvas:
   there is no below-the-canvas any more, and the button's SetFullscreen(1) is one
   browser keypress. Kept in the markup so a future layout can revive it. */
#unity-footer { display: none }
/* bottom-left, outside the canvas frame, ahead of the fullscreen button.
   Source art is 2x (92x96) so it stays crisp on hiDPI at this 46x48 box. */
#unity-logo-title-footer { float:left; width: 46px; height: 48px; background: url('pawstrike-logo-footer.png') no-repeat center; background-size: contain }
#unity-build-title { float: right; margin-right: 10px; line-height: 48px; font-family: arial; font-size: 18px }
#unity-fullscreen-button { cursor:pointer; float: right; width: 38px; height: 38px; margin-top: 5px; background: url('fullscreen-button.png') no-repeat center }
#unity-warning { position: absolute; left: 50%; top: 5%; transform: translate(-50%); background: white; padding: 10px; display: none }
