Actually I am trying to play a video in Unity WebGL build with unity video player, but in safari 13 blank screen appears but audio of the video is working fine. Black screen issue is only happens in Safari 13 browser. In lower version of safari and other browser video is playing fine.
I am new in Unity, any help will be appreciated.
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Unity WebGL video black screen appears in Safari 13
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Unity WebGL video black screen appears in Safari 13
Actually I am trying to play a video in Unity WebGL build with unity video player, but in safari 13 blank screen appears but audio of the video is working fine. Black screen issue is only happens in Safari 13 browser. In lower version of safari and other browser video is playing fine.
I am new in Unity, any help will be appreciated.
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Standalone works, WebGL doesn't; shader problem?,Standalone version works, WebGL doesn't. Shader problem?
The standalone version for MacOs works without any problem. When I change the build to webGL the entire game turns pink on launch. I think this is a shader problem. I tried resetting my shaders countless of times but I don't get it to work.
Does anyone know what to do?
Screenshot of shaders in description![alt text][1]
[1]: /storage/temp/147805-schermafdruk-2019-10-21-141517.jpg
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Standalone works, WebGL doesn't; shader problem?,Standalone version works, WebGL doesn't. Shader problem?
The standalone version for MacOs works without any problem. When I change the build to webGL the entire game turns pink on launch. I think this is a shader problem. I tried resetting my shaders countless of times but I don't get it to work.
Does anyone know what to do?
Screenshot of shaders in description.
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Unity WebGL calling a function from a jslib file in JavaScript(Vue)
Hey everyone, I have a VueJs Project right now, where I'm building a web page. In order to show 3D Content and let the User work with it. I wanted to embed a Unity Project as WebGL. I´m not a professional programmer, my knowledge is more selfe-taught from what I can find at the Internet.
First of all I created a plugin, as it is explained [here][1]. My .jslib file looks like that:
>> var UnityJavascipt = {> $JustAWebGLObject:> {>> },>> SendToJavscript: function ()> {> console.log("worked!")> } >> }; autoAddDeps(UnityJavascipt ,> '$JustAWebGLObject');> mergeInto(LibraryManager.library,> UnityJavascipt );
I can also call "SendToJavaScript" from my C# Script. But now it starts to get unclear for me, since I want to be able to call my "SendToJavaScript" Function (or any other one that will be added later) from a outside JavaScript. In the manual they refer to the [emscripten page][2]for more detailed information. But for me that all is just very confusing. I already tried to call my function like that in VueJs:
> _SendToJavaScript()
But I always get a ReferenceError: _SendToJavaScript is not defined
I also read in the forum here, that it would be possible to call the function like that:
> UnityInstance.Module.asmLibraryArg._SendToJavaScript()
UnityInstance is the Variable from my index.html file, where UnityLoader get's instantiated.
But again I'm getting a Reference Error.
It would be very helpful if someone could explain what I'm doing wrong... Communication between WebGL and Vue are essential for my project but I´m stuck here for days.
So thanks in advance!!
[1]: https://docs.unity3d.com/Manual/webgl-interactingwithbrowserscripting.html
[2]: http://var+UnityJavascipt+=+{+++++//+This+object+can+hold+variables+for+you.+++++$JustAWebGLObject:+++++{++++++++},++++++SendToJavscript:+function+()+++++{+++++++++++console.log("worked!")+++++}++++};+autoAddDeps(UnityJavascipt+,+'$JustAWebGLObject');+mergeInto(LibraryManager.library,+UnityJavascipt+);
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Build for WEBGL: IL2CPP NullReferenceException in browser
I've built my game for WEBGL and when running the game in a browser an error comes up every time when a specific action takes place in my game. In the editor there is no error when the action takes place so I think this error may occur when Unity builds my game for WEBGL (Maybe??) since it has to convert code.
----------
I have the option "Strip code" in build settings off because I didn't want Unity to accidently remove a section of code that was in use. Could the problem not be with my code and possibly with IL2CPP? What could I do to try and fix this error? Is there a way to get this error to show itself in the editor by testing WEBGL compatibility in the editor? If you need more information please let me know, I've been working on this for a while now with no success.
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![alt text][1]
[1]: /storage/temp/147940-unityerror.png
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Build to WEBGL: Development build will not finish sucessfully
I'm having problems building to WEBGL when I select specific settings in the build options. If I have development build on, the build will fail. If I have "Full with Stacktraces" on in publishing settings, the build will fail. I've been able to build one development build of my game before but It will not build as a development build anymore. **The game WILL build if Development build is off and "Full with Stacktraces" is off in publishing settings.**
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![alt text][1]
**Here are the errors I keep getting when the build fails...**
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UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:190
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:95
0x00007FF6207D260C (Unity) StackWalker::GetCurrentCallstack
0x00007FF6207D5AE1 (Unity) StackWalker::ShowCallstack
0x00007FF61F06E835 (Unity) GetStacktrace
0x00007FF6213893AD (Unity) DebugStringToFile
0x00007FF620806A94 (Unity) DebugLogHandler_CUSTOM_Internal_Log
0x0000025C98BCB29B (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
0x0000025C98BCB15B (Mono JIT Code) [DebugLogHandler.cs:10] UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
0x0000025C98BCA7F1 (Mono JIT Code) [Logger.cs:61] UnityEngine.Logger:Log (UnityEngine.LogType,object)
0x0000025C98BCA45D (Mono JIT Code) [Debug.bindings.cs:127] UnityEngine.Debug:LogError (object)
0x0000025C98903A33 (Mono JIT Code) [BuildPlayerWindowBuildMethods.cs:101] UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
0x0000025C9543579B (Mono JIT Code) [BuildPlayerWindow.cs:897] UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform)
0x0000025C9542B5B3 (Mono JIT Code) [BuildPlayerWindow.cs:788] UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
0x0000025C953FB95B (Mono JIT Code) [BuildPlayerWindow.cs:359] UnityEditor.BuildPlayerWindow:OnGUI ()
0x0000025C8D314450 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007FF9E3ACC010 (mono-2.0-bdwgc) [mini-runtime.c:2809] mono_jit_runtime_invoke
0x00007FF9E3A52122 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke
0x00007FF9E3A5B2F2 (mono-2.0-bdwgc) [object.c:3073] mono_runtime_invoke_checked
0x00007FF9E3A5BA89 (mono-2.0-bdwgc) [object.c:5264] mono_runtime_try_invoke_array
0x00007FF9E3A5B286 (mono-2.0-bdwgc) [object.c:5142] mono_runtime_invoke_array_checked
0x00007FF9E3A002B4 (mono-2.0-bdwgc) [icall.c:3358] ves_icall_InternalInvoke
0x0000025C8AC8C906 (Mono JIT Code) (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&)
0x0000025C8AC8AECB (Mono JIT Code) System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
0x0000025C8AC8AB8F (Mono JIT Code) System.Reflection.MethodBase:Invoke (object,object[])
0x0000025C9241D6B3 (Mono JIT Code) [HostView.cs:359] UnityEditor.HostView:Invoke (string,object)
0x0000025C9241D503 (Mono JIT Code) [HostView.cs:354] UnityEditor.HostView:Invoke (string)
0x0000025C953F97B3 (Mono JIT Code) [HostView.cs:139] UnityEditor.HostView:OldOnGUI ()
0x0000025C93414081 (Mono JIT Code) [IMGUIContainer.cs:281] UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect)
0x0000025C9341206B (Mono JIT Code) [IMGUIContainer.cs:485] UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect)
0x0000025C9429E8BB (Mono JIT Code) [IMGUIContainer.cs:466] UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event)
0x0000025C92408ED3 (Mono JIT Code) [IMGUIContainer.cs:447] UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
0x0000025C94298380 (Mono JIT Code) [MouseCaptureDispatchingStrategy.cs:98] UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
0x0000025C923C7D1F (Mono JIT Code) [EventDispatcher.cs:282] UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
0x0000025C923C1C03 (Mono JIT Code) [EventDispatcher.cs:157] UnityEngine.UIElements.EventDispatcher:Dispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
0x0000025C923C1823 (Mono JIT Code) [Panel.cs:191] UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
0x0000025C9231059B (Mono JIT Code) [UIElementsUtility.cs:258] UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
0x0000025C9230F7AB (Mono JIT Code) [UIElementsUtility.cs:78] UnityEngine.UIElements.UIElementsUtility:ProcessEvent (int,intptr)
0x0000025C9230EEAE (Mono JIT Code) [GUIUtility.cs:179] UnityEngine.GUIUtility:ProcessEvent (int,intptr)
0x0000025C9230F333 (Mono JIT Code) (wrapper runtime-invoke) :runtime_invoke_bool_int_intptr (object,intptr,intptr,intptr)
0x00007FF9E3ACC010 (mono-2.0-bdwgc) [mini-runtime.c:2809] mono_jit_runtime_invoke
0x00007FF9E3A52122 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke
0x00007FF9E3A5B11F (mono-2.0-bdwgc) [object.c:2968] mono_runtime_invoke
0x00007FF62075C842 (Unity) scripting_method_invoke
0x00007FF6207564F1 (Unity) ScriptingInvocation::Invoke
0x00007FF62075074A (Unity) ScriptingInvocation::Invoke
0x00007FF61DC9F3D9 (Unity) Scripting::UnityEngine::GUIUtilityProxy::ProcessEvent
0x00007FF61E71320C (Unity) GUIView::ProcessRetainedMode
0x00007FF61F095677 (Unity) GUIView::OnInputEvent
0x00007FF61E71311C (Unity) GUIView::ProcessInputEvent
0x00007FF61F096ED5 (Unity) GUIView::ProcessEventMessages
0x00007FF61F08A1BB (Unity) GUIView::GUIViewWndProc
0x00007FFA1C02CA66 (USER32) DispatchMessageW
0x00007FFA1C02C582 (USER32) DispatchMessageW
0x00007FF61F075ED1 (Unity) MainMessageLoop
0x00007FF61F07876F (Unity) WinMain
0x00007FF621D24672 (Unity) __scrt_common_main_seh
0x00007FFA1BF57974 (KERNEL32) BaseThreadInitThunk
0x00007FFA1C6EA271 (ntdll) RtlUserThreadStart
----------
Exception: Failed building WebGL Player.
UnityEditor.WebGL.ProgramUtils.StartProgramChecked (System.Diagnostics.ProcessStartInfo p) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/ProgramUtils.cs:48)
UnityEditor.WebGL.WebGlBuildPostprocessor.EmscriptenLink (UnityEditor.Modules.BuildPostProcessArgs args, System.Boolean wasmBuild, System.String sourceFiles, System.String sourceFilesHash) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:446)
UnityEditor.WebGL.WebGlBuildPostprocessor.LinkBuild (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:496)
UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:931)
UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at C:/buildslave/unity/build/Editor/Mono/Modules/DefaultBuildPostprocessor.cs:27)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:281)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
----------
Failed running "C:/Program Files/Unity/Editor/2019.2.10f1/Editor/Data/PlaybackEngines/WebGLSupport\BuildTools\Emscripten_Win\python\2.7.5.3_64bit\python.exe" -E "C:/Program Files/Unity/Editor/2019.2.10f1/Editor/Data/PlaybackEngines/WebGLSupport\BuildTools\Emscripten\emcc" @"C:\Users\maver\Desktop\Melted\Melted\Assets\..\Temp\emcc_arguments.resp"
[1]: /storage/temp/147987-publishingsettings.png
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Why are nobody asking anything about the web-based AR?
Hello,
I really would like to know why aren't there any ready to use Unity plugin available to create a web-based Augmented Reality solution? I feel like web-based AR has a great scope in the field of AR as it does not depend on the platform the user uses and does not require to create an app. This makes it is very easy to share with people just by using the web link created. I do know that we have some options available to achieve this but none of them are Unity integrated(If I am wrong please let me know).
Any opinion is greatly welcomed.
Thanks & Regards
Bharath Vadde
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Download multiple files from server
Hello and thanks for checking this question!
I'm making a WebGL app and I need to download multiple files when the page loads.
Here is my code. It is working perfect for downloading a single file.
What should I change to make it download multiple files?
Any help is appreciated.
Thanks!
IEnumerator DownloadFileCo(string file_name, string decompressPath) { string url = "http://mywebsite.com/uploads/" + file_name + ".zip"; using (UnityWebRequest www = UnityWebRequest.Get(url)) { yield return www.Send(); if (www.isNetworkError || www.isHttpError) { Debug.Log(www.error); } else { string savePath = string.Format("{0}/{1}.zip", Application.persistentDataPath, file_name); System.IO.File.WriteAllBytes(savePath, www.downloadHandler.data); Archiver.Decompress(savePath, decompressPath); Debug.Log("Download complted"); } } } public void DownlodFile() { //downloading test.zip from /uploads folder from server StartCoroutine(DownloadFileCo("test", decompressPath: Application.persistentDataPath)); }
I'm making a WebGL app and I need to download multiple files when the page loads.
Here is my code. It is working perfect for downloading a single file.
What should I change to make it download multiple files?
Any help is appreciated.
Thanks!
IEnumerator DownloadFileCo(string file_name, string decompressPath) { string url = "http://mywebsite.com/uploads/" + file_name + ".zip"; using (UnityWebRequest www = UnityWebRequest.Get(url)) { yield return www.Send(); if (www.isNetworkError || www.isHttpError) { Debug.Log(www.error); } else { string savePath = string.Format("{0}/{1}.zip", Application.persistentDataPath, file_name); System.IO.File.WriteAllBytes(savePath, www.downloadHandler.data); Archiver.Decompress(savePath, decompressPath); Debug.Log("Download complted"); } } } public void DownlodFile() { //downloading test.zip from /uploads folder from server StartCoroutine(DownloadFileCo("test", decompressPath: Application.persistentDataPath)); }
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↧
WebAssembly static batching not working on Unity 2019
We have a 3D WebGL project made in Unity 5.6, that we upgraded to 2017 LTS, after upgrading there were a few bugs related mostly to shaders but we managed to fix everything and runs perfectly fine.
Recently we have been trying to upgrade to 2019 and WebAssembly, surprisingly there are no bugs but the performance is abysmal outside the editor, 30 fps or less when the other versions run at a solid 60. Thinking that it might be something related to WebAssembly we tried 2018 LTS, which also supports WebAssembly, and it runs as smooth as in 2017. We also tried the LWRP in 2019 which was a bit better but still no 60 fps.
After a lot of searching, we've notcied that static batching isn't working at all in 2019, it works on the editor but not on the build, the gameobjects are marked as static, the static batching is on, but doesn't work.
Any ideas why batching is not working when it does on 2018? Has something changed bewteen those versions? I haven't found anything related to this problem and we're stuck.
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WebGL: Can't make external calls through JsLib Plugin once game is uploaded
I've successfully tested calling external JS from my unity WebGL project using the steps outlined here: [https://docs.unity3d.com/Manual/webgl-interactingwithbrowserscripting.html][1] (specifically, I'm calling
FS.syncfs to make sure the persistent data the game saves properly.)
This all works fine when I build and run and test the game on a local server. However, once I've uploaded the game to itch.io, I'm not seeing any of my external javascript functions being run.
Are there security features out there that could block external JS? I'm not seeing any warnings, it's just like the calls aren't happening at all.
[1]: https://docs.unity3d.com/Manual/webgl-interactingwithbrowserscripting.html
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WebGL Mouse spawn
Before publishing my own game, I converted a few games from Unity tutorials, as-is and untouched, using WebGL platform. Regardless of the browser used, click-on-a-game-object-to-spawn-an- item functionality appears to be often inactive which makes any game virtually unplayable.
Is this a known issue?
Is this related to Issue 1161544 on the issue tracker?
The issue does not come up with smaller size games.
Screen cursor (cursor sprite) does not appear to be the cause. I have found one tutorial game among Swords and Shovels series that behaves as expected in-Game.
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Can Unity webGL run on server side?How could i manage to do that?
I am new to WebGL and I would like to do this:
I have in Unity a cube gameObject rotating around y axis and a UI text gameObject counting how many full 360 turns the cube did. The cube does a full 360 turn in 1 minute. That is done, it is not a problem.
I would like to make a webGL build and start the webGL app on a server just right now. I wait 30 minutes and i vist the url in which i started the webGL app. I want to see 30 in the text field of the ui text gameObject. So time is running on the server and every time i see that web i can see the actual moment of that time flow.
Questions:
- Can this be done using Unity webGL build?
- If so...What is the eaiest way to manage this? What unity tools or services do i need?
- Could i do this uing a free server service?
Could somebody point me in the right direction?
Thanks a lot
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WebGL block host
I'm building an webGL application and I'm going to host it in my website. I'm concerned about the possibility of third party users downloading my application and hosting it somewhere else.
Is there a way to block my webGL application when it's not being host by my own website domain? (just block it from being used, like closing or crashing)
↧
How to Improve Super Slow WebGL Load Times??? ,Server Configuration Question - Our WebGl Taking 6 to 12 minutes to Load :(
Dear Brainstrust :-)
My webgl builds are taking 7 to 12 minutes to load in Chrome on my Cloudways Apache server but the exact same build is only taking 28 seconds when coming from my Bluehost server.
On contacting CLoudways they tweaked the caching but that did not improve the load time. I added the .htaccess file to the build folder like the manual suggested but that too did not improve the load time.
We compiled the game using all the settings from the Unity manual and it is only 30 meg.
NB The link to 'Server configuration for WebAssembly streaming' is broken in the manual https://docs.unity3d.com/Manual/webgl-deploying.html
My thought is it must be a server configuration problem rather than a build problem as the game loads perfectly from Bluehost.
Looking forward to hearing your wisdom.
Adrian
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WebGL version will not build
I'm trying to publish my game on the web but every time I try to build the WebGL version of the app, I get errors. I have uninstalled and reinstalled Unity, I have re-imported my assets, and this is happening across every project when I try to build to WebGL. The game works in the editor and I am able to build the standalone version of the app. The folder I tell it to build to also disappears after it fails to build. The errors I receive are:
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Failed running "C:/Program Files/Unity/Hub/Editor/2019.2.11f1/Editor/Data/PlaybackEngines./WebGLSupport\BuildTools\Emscripten_Win\python\2.7.5.3_64bit\python.exe" -E "C:/Program Files/Unity/Hub/Editor/2019.2.11f1/Editor/Data/PlaybackEngines/WebGLSupport\BuildTools\Emscripten\emcc" @"F:\Games\Triscale\Triscale\Assets\..\Temp\emcc_arguments.resp"
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
stdout:
stderr:invalid call target: $__Z18RegisterUnityClassI11NamedObjectEvPKcERROR:root:'C:/Program Files/Unity/Hub/Editor/2019.2.11f1/Editor/Data/PlaybackEngines/WebGLSupport\BuildTools\Emscripten_FastComp_Win\binaryen\bin\asm2wasm F:\Games\Triscale\Triscale\Temp\StagingArea\Data\linkresult_wasm\build.temp.asm.js --total-memory=33554432 --trap-mode=clamp -O3 --mem-init=F:\Games\Triscale\Triscale\Temp\StagingArea\Data\linkresult_wasm\build.js.mem --mem-base=1024 --wasm-only --symbolmap=F:\Games\Triscale\Triscale\Temp\StagingArea\Data\linkresult_wasm\build.js.symbols -o F:\Games\Triscale\Triscale\Temp\StagingArea\Data\linkresult_wasm\build.wasm' failed>UnityEngine.GUIUtility:processEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Exception: Failed building WebGL Player.
UnityEditor.WebGL.ProgramUtils.StartProgramChecked (System.Diagnostics.ProcessStartInfo p) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/ProgramUtils.cs:48)
UnityEditor.WebGL.WebGlBuildPostprocessor.EmscriptenLink (UnityEditor.Modules.BuildPostProcessArgs args, System.Boolean wasmBuild, System.String sourceFiles, System.String sourceFilesHash) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:446)
UnityEditor.WebGL.WebGlBuildPostprocessor.LinkBuild (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:496)
UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:931)
UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at C:/buildslave/unity/build/Editor/Mono/Modules/DefaultBuildPostprocessor.cs:27)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:281)
UnityEngine.GUIUtility:processEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Build completed with a result of 'Failed'
UnityEngine.GUIUtility:processEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:190
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:95
UnityEngine.GUIUtility:processEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
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WebGL simple 2D game tearing
I have made slime volleyball 2D in [unity][1].
The quality settings are set to "very low" but I set vsync count to every vblank. Application.targetframerate is set to -1, as advised [here][2]:
I build for the web. The game runs smoothly for a few minutes and then tearing artifacts start to appear. Any idea why that is and how to avoid it?
[1]: https://nosuchstudio.com/slime/
[2]: https://docs.unity3d.com/2019.3/Documentation/Manual/webgl-performance.html
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↧
Hosting a WebGL game on InfinityFree,Using Infinity free to host webgl game
I'm trying to use infinity to use InfinityFree to host a WebGL game but I can't figure out how to even get to the website I made, I have already added my games files. Any help is appreciated, thanks,So I'm trying to host a WebGL game on infinity free but I can't figure out how to do it, I added the files I just don't know how to even get to the website I made. I appreciate all help, thanks
↧
AWS Hosting for WebGL Photon Multiplayer game with PlayFab
We are looking to host a WebGL game which uses Photon & Playfab for multiplayer and database on AWS.
What kind of hosting would work for this configuration?
Will hosting a static website work or would we have to take an EC2 instance.
↧
Code doesn't work in WebGL build
Hi,
I have a script that perfectly works in the Unity Editor, however once I build it in WebGL, it does not work. What also is worth mentioning, is that my Debug.Log statements from this script are not being printed in the console.
The script is moving the object by a specific distance in "jump movements" until it reaches a breakpoint and then moves it back to the centre. Once the game object is back, the break point should increase and therefore the game object should go further out. However, in WebGL it jumps out once and then goes back and does not increase the breakpoint.
I have a similar movement, that is fluent, instead of jumping and that works fine both in the editor and the build.
Here's my code:
protected void CheckForChangeDirection(bool condition){
if(condition){
goingBack = false;
direction = -direction;
}
else if(Mathf.Abs(transform.position.x) >= Mathf.Abs(currentBreakpoint) && !goingBack){
goingBack = true;
direction = -direction;
NewBreakPoint();
}
}
protected void NewBreakPoint(){
currentBreakpoint += increaseDistance;
posneg += new Vector2(increaseDistance, 0);
}
private IEnumerator Jump(){
yield return new WaitForSeconds(0.75f);
Move();
CheckForChangeDirection(transform.position.x * posneg.x * 10 <= 1);
StartCoroutine("Jump");
}
protected override void Move(){
transform.position = (Vector2)transform.position + speed*direction;
}
Please, please help, I have no idea why this is happening. And have no idea how to debug it, as it works in the editor and doesn't print the Debug.Log statements in the browsers console...
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