body { padding: 0; margin: 0; overflow: hidden; }
#unity-container { position: fixed; width: 100%; height: 100%; }
#unity-canvas { width: 100%; height: 100%; background: #231F20 }
#unity-loading-bar { position: absolute; left: 50%; top: 50%; transform: translate(-50%, -50%); display: none }
/* margin: auto matters here now, unlike Unity's original template - the logo used to be
   the widest element in #unity-loading-bar, which centered it "for free". Now that the
   progress bar (260px) is wider than the logo, the logo needs its own centering or it
   defaults to flush-left in the wrapper, which is what was making it look off-center. */
#unity-logo { width: 240px; height: 240px; margin-left: auto; margin-right: auto; background: url('unity-logo-dark.png') no-repeat center; background-size: 240px 240px }
#unity-progress-bar-empty { margin-left: auto; margin-right: auto; width: 260px; height: 53px; margin-top: 10px; background: url('progress-bar-empty-dark.png') no-repeat center; background-size: 260px 53px }
/* left-anchored (not the default center) so growing this element's width from 0% to
   100% reveals the fill image left-to-right, like a wipe - center-cropping a detailed
   illustration as it resizes would otherwise look like it's jumping around instead of
   filling in. background-size is a fixed pixel size (not cover/contain) specifically so
   the image itself doesn't rescale as the width animates - only how much of it shows. */
#unity-progress-bar-full { width: 0%; height: 53px; margin-top: 10px; background: url('progress-bar-full-dark.png') no-repeat left center; background-size: 260px 53px }
#unity-warning { position: absolute; left: 50%; top: 5%; transform: translate(-50%); background: white; padding: 10px; display: none }
