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Webgl Multi Scale AO not working in build

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Hi, With Unity 2019.2.2, postprocessing 2.1.7 with Ambient Occlusion Multi Scale building for Webgl. On build AO is not showing, Is there something I'm missing? Work with scalable AO but not with Multi Scale ? ![alt text][1] ![alt text][2] [1]: /storage/temp/145108-ri-ao-editing.jpg [2]: /storage/temp/145109-r1-ao-build.jpg

Efficiency between getcomponent and save reference in a variable

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I believe the title may be quite explicative.
In my case I need to manage many different components (a bit more than shown below) attached to some UI elements.
I'm wondering if it's more efficient to store all the references in variables, or I can just get all the components each time I click on a botton.
This project is meant to be built in WebGL. [Actual project I'm working on][1] In the code below the method FillPanel populate a panel with descriptions, images and transition effects (not present in the version at the link) void Start() { panelUI = new GameObject[gameObject.GetComponentsInChildren().Length]; for (int i=0; i< gameObject.GetComponentsInChildren().Length; i++) {panelUI[i] = gameObject.GetComponentsInChildren()[i].gameObject;} // panelUI[0] : Panel // panelUI[1] : Title // panelUI[2] : ScrollView // panelUI[3] : Viewport // panelUI[4] : Description // panelUI[5] : Image // panelUI[6] : ScrollBar // panelUI[7] : Handle } void FillPanel(bool Component, string element) { panelUI[1].GetComponent().text = element; panelUI[2].GetComponent().offsetMax = new Vector2(-5f, -10 - panelUI[1].GetComponent().rect.height); panelUI[4].GetComponent().text = oT.Livelli[element]; } [1]: http://unizebprova.altervista.org/build/Unity-ProvaWebApp/index.html

WebGL LoadScene or UnloadScene caused memory access out of bounds

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I'm using WebGL and run by Chrome,My Project have two scene and one assetbundle scene 1. Project scene1 to Assetbundle scene 2. Assetbundle scene to Project scene2 run to step2 caused error!but editor is running well. ![alt text][1] [1]: /storage/temp/145321-error.png

Unity WebGL build memory discrepancy in local hosted and web hosted

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I am using Unity 2018.3.3.f1. The WebGL build of our game, when run locally (i.e. directly running the index.html on the browser), shows a memory consumption of ~600MB on Activity Monitor (I am using Mac). But when I host the build on our website, the memory consumption of that browser "tab" is ~1.8GB which causes it to run out of memory on most devices' browsers. The website is very minimal and hardly has any other stuff other than the WebGL game running. These are my settings: Publishing settings - Memory Size: 64 MB - Enable Exceptions: Explicitly Thrown Exceptions only - Compression Format: Gzip - Data Caching enabled - Linker Target: WebAssembly Other Settings - Auto Graphics API enabled - Strip Engine Code enabled Resolution & Presentation - Default Canvas Width: 900 - Default Canvas Height: 500 - Run in Background enabled Does anyone know the possible reasons behind this discrepancy?

LWRP lights don't work on some computers

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here is a screenshot of my 2d game that i built with OpenGL for web, and how it appears in some computers :![alt text][1] in a slower pc , the 2d lights didn't show up and some appear red, i don't know if this depends on the Gpu of the pc or it's just a bug, if it's not a bug is there a way to make all players experience these lights by reducing the quality of 2d lights or something because i can't find any settings. anyone can help please ? also i'm using Unity 2019.2. [1]: /storage/temp/145433-wgdxyo.png

Can't make .Net ClientWebSocket work with WebGL

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Hi everybody, I'm trying to make a multiplayer game in WebGL using ClientWebSocket to communicate with a server made with php and Ratchet. It works well in the editor and in windows builds but everytime I try to launch it from a web browser with a webGL build, I get the following window when I try to connect to the server: ![alt text][1] [1]: /storage/temp/145884-bug-unity-webgl.jpg When I open the javascript console I get this message : Uncaught abort("To use dlopen, you need to use Emscripten's linking support, see https://github.com/kripken/emscripten/wiki/Linking") Has anybody encountered the same problem ?

webgl audio files

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Hi, I am trying to use audio files for webgl. I know that my original MP3s are converted to AAC, that could be fine if the size wasn't multiplied by 3. When I am trying to compress to AAC with external tools I can easily have something near my original mp3 size, event smaller. Is there a mean to use a custom AAC file instead of the default one generated by Unity ?

Material for Image UI component does not work in WEBGL

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Hi guys! I created a simple shader using shader graphs with Sprite Unlit as the master node. (LWRP). ![alt text][1] I am trying to use this material with an image component in the UI. This material works just fine on the editor and on windows standalone. But, it does not work in WEBGL. The image component does not shows up. It keeps totally transparent. ![alt text][2] Am i doing something wrong? This Sprite Unlite Master node is not supposed to be used on UI? Any thoughts? Thank´s! [1]: /storage/temp/145983-anotacao-2019-09-10-145610.png [2]: /storage/temp/145985-sem-titulo.png

Twitch Chat on WebGL build

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I was just wonder how it's possible to read Twitch chat from a channel in a WebGL build. Thanks for any help

WebGL - swiftshader - Unity 18.1, some scenes won't load

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My team is working on a Unity WebGL application that is having issues running on lower end chromebooks. The problem behavior is a scene fails to load and the user is presented with a black screen. Sometimes, a global scene with a simple quit interface loads, but the scene with actual content fails to load. We can reproduce this specific case by turning off hardware acceleration in Chrome. At this point we are thinking the cause of the issue may have something to do with shaders, specifically Google's SwiftShader. We have built the application with Unity 18.1, and we are wondering if an upgrade to the latest Unity version might help with this issue.

Rotation on camera not working in webGL

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The camera keeps resetting in the webGL. This work perfectly on the Unity window but glitches when running on the browser. I am taking the input for the count and my from the browser itself. I want the camera to rotate whenever the count>4 and my==1. Camera shifts and the resets. I have tried to run the webGL built on EDGE and crome. Please Help! if(count>4 && my == 1) { Debug.Log("THis is called"); GameObject box2 = Instantiate(box, new Vector3(2.23f, 19.45f, -0.1f), newRotation); factor += 3; maincamera.transform.rotation= Quaternion.Euler(0-factor, 0, 0); my = 0; }

Unity WebGL mobile fullscreen low resolution issue

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![alt text][1] When connected from mobile, the resolution is displayed as 1200X600. ![alt text][2] However, if you change to full screen, the resolution will be lower. Please help me why these problems occur. [1]: /storage/temp/146258-23.jpg [2]: /storage/temp/146259-1.jpg

How to call functions from VueJS? And backward

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Hi, Everyone. I have gotten stuck in using Unity WebGL with Vue js. Normally i call Application.ExternallCall and gameInstance.SendMessage() to exchange the data. But every functions call from Vue throw the exceptions. Same to externall call. Functions called from Unity cannot be found. What should i do to transmit and recieve data from/to Untity/VueJS? P.S. I appologize for my bad English. https://forum.unity.com/threads/unity-webgl-vue-communication.746921/

Web GL Auto Focus On Website Start ?

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Hi, I am wondering how to make Web GL games or websites auto focus on page load or somethings like that. When my website or game starts, I have to left click on mouse in the canvas to hear sounds and if i click late i hear the passed sounds all at once, I am wondering how to make it auto focus start to the point where I don't have to left click on mouse to hear sounds. thank you.

WebGL IOS bug

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When the game starts, instantly it restarts and always goes on, restarting and restarting, is something wrong with the construction? Error happens only in browsers being used on IOS devices ... see: http://pudimatomico.000webhostapp.com/lequedigital.com.br/buildTest/index.html

WebGL file doesn't work, I can't change levels?!

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So I've made a little game and it works perfectly when I build it and play it on my computer. But for some reason when I build it as a WebGL and run it, it always comes up with an error when I try to change levels. Does anyone know why? I haven't changed anything on the project itself, and I've tried rebuilding it a few times just incase, but still no success. ![alt text][1] It's okay until this point, but I don't understand the error when I press to change level. ![alt text][2] [1]: /storage/temp/146467-screen-shot-2019-09-20-at-82125-pm.png [2]: /storage/temp/146468-screen-shot-2019-09-20-at-82133-pm.png

WebGL Build on Kongregate with Black Screen

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Hi, I have published on Kong before with WebGL but out of nowhere UnityLoader keeps breaking. Any adivce? Process: ![alt text][1]Unity WebGL Player | CryptoClickers
![alt text][2] ![alt text][3] [1]: https://cdn.discordapp.com/attachments/601661979350007839/625025149963337777/unknown.png [2]: https://cdn.discordapp.com/attachments/601661979350007839/625030877692297237/unknown.png [3]: https://cdn.discordapp.com/attachments/601661979350007839/625030694581829634/unknown.png Thanks!

Can't Build Game!

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Whenever I try to build my game (which is a small project) with WebGL I get this error in my console: **UnityEditor.BuildPlayerWindow+BuildMethodException: 5 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:194 at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:97 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)** Things I've tried: -Reimporting everything -Checking my scripts for errors Please help me!

Is it possible to run an external program in webgl?

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using System.Collections; using System.Collections.Generic; using UnityEngine; public class NewBehaviourScript : MonoBehaviour { // Start is called before the first frame update void Start() { } public void buttonDown() { System.Diagnostics.Process.Start("C:/temp/executeFile.bat"); } // Update is called once per frame void Update() { } } Clicking the button in the source does not run the external program. If you know anyone please reply.

Error: Index is out of range Unity 2D WebGL

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Hi everybody. I am relatively new to Unity and have a recurring error. I am creating a simple 2D game in which the player can shoot these bullets at enemies, which are prefabs. In Unity itself, everything works fine but when I try to make a build in WebGL to play in my browser, and error keeps popping up saying my memory is out of bounds or index is out of range.![alt text][1] [1]: /storage/temp/143641-error.png I have tried doing this on chrome, firefox, and explorer but the same thing keeps happening. I have tried searching the internet but have found no answers on how to fix this problem so far. Here is the code for my bullet script, if it helps. using System.Collections; using System.Collections.Generic; using UnityEngine; public class WebShooter : MonoBehaviour { public Transform firePoint; public GameObject bulletPrefab; void Update() { if (Input.GetKeyDown(KeyCode.Space)) { Shoot(); } } void Shoot() { Instantiate(bulletPrefab, firePoint.position, firePoint.rotation); } private void OnTriggerEnter2D(Collider2D hitInfo) { Destroy(gameObject); } } I really am desperate at this point and any help at all would be appreciated. Thanks in advance.
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