Quantcast
Channel: Questions in topic: "webgl"
Viewing all 2390 articles
Browse latest View live

Lag With Unity WebGL (Link Added For Examining)

$
0
0
When I play my game in the editor, it's all nice and smooth movement but when I build it for WebGL and I run it, its hardly playable because of how laggy it is. I have a script that spawns 2000 spheres and I don't know if thats the problem, but as I said its fine in the editor. I also did the trick with changing all my FixedUpdates into Updates but that did nothing. I'm building my game tonight so I need a reply soon. EDIT: I tested with Itch.io and just a local host but both had the same result. I need help soon! EDIT 2: If you want to see the project and try to identify the issue please do and give me feedback of whats wrong if possible. Thanks! link: [https://chillpillgames.itch.io/flying-balls][1] [1]: https://chillpillgames.itch.io/flying-balls

WebGL doesn't build

$
0
0
I am trying to build in WebGL but when i try to build it doesn't creat anything also i am getthing these errors 1st error: Failed running "C:\Program Files\Unity\Hub\Editor\2018.4.16f1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten_Win\python\2.7.5.3_64bit\python.exe" "C:\Program Files\Unity\Hub\Editor\2018.4.16f1\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emcc" @"C:\Users\AKN~1\RUNAND~1\Assets\..\Temp\emcc_arguments.resp" stdout: stderr:ERROR:root:C:\Users\Akın\Run and Jump\Temp\StagingArea\Data\Native\build.bc: No such file or directory ("C:\Users\Akın\Run and Jump\Temp\StagingArea\Data\Native\build.bc" was expected to be an input file, based on the commandline arguments provided) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) 2nd error: 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:432) UnityEditor.WebGL.WebGlBuildPostprocessor.LinkBuild (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:482) UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:954) 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:288) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) 3rd error: Build completed with a result of 'Failed' UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179) 4th error: UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:194 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:97 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

ScreenToWorldPoint for WebGL build and Editor return different values

$
0
0
Hello everyone! I have a Game window with resolution 1280x720. Script, that translates screen corner coordinates to world and print it to console: var cam = Camera.main; Vector2 LeftBottom = cam.ScreenToWorldPoint(Vector3.zero); Vector2 RightTop = cam.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, 0)); Debug.Log($"Left bottom: {LeftBottom}"); Debug.Log($"Right top: {RightTop}"); Then, i check output in the editor and webgl build and its different! ![alt text][1] ![alt text][2] As i understand editor consider screen aspect ratio, but the webgl build not for some reason. So why this happens and how I can get values in webgl similar to editor? [1]: /storage/temp/152345-editor.png [2]: /storage/temp/152346-build.png

Webgl browser error " DirectoryNotFoundException: Could not find a part of the path"

$
0
0
Hi i am new in webgl and the web development. I try to built a web game and i need to save an image file to from user to my server(localhost). To open the image from user pc i use the library [Unity Standalone File Browser](https://github.com/gkngkc/UnityStandaloneFileBrowser).For open i use this [open.cs](https://drive.google.com/file/d/1ev1w88QQFq0-pcX7LvEu0UMXyCunBdzi/view?usp=sharing) and for save the image after the upload i use [save.cs](https://drive.google.com/file/d/1p-EJCtyXh8qTufRkCmenNSLqKf-_zn52/view?usp=sharing). This code it is work very well in Pc,Mac & Linux platform. If i change to webgl platform my game is run in the Browse(chrome) and for http i used form python (python -m http.server). To open the image from user it work but when i try to save the file who upload from the user i have this error from the browser [image error](https://user-images.githubusercontent.com/22667836/74086669-b96d1780-4a8d-11ea-8d4f-8d74986c5b23.png). I don't unresistant were is the problem. Does anyone knows who to fix that? Thanks for your time.

the latest version of unity physics?

$
0
0
I would like to ask if the latest version of unity physics does not support web GL mode. I use simple demo and error prompt: "not supportedexception: to marshal a managed method, please add an attribute named 'monopinvokecallback' to the method definition. The method we're trying to marshal is: unity. Entities. Structuralchange:: addcomponententitiesbatchexecute", Also, when will the latest network components support web GL?Here is the doc of unity physics(https://docs.unity3d.com/Packages/com.unity.physics@0.2/manual/index.html) ![alt text][1] [1]: /storage/temp/152491-qq截图20200209003619.png

Error: AddComponent asking for "MeshCollider" which is not a Unity engine type.

$
0
0
I have a problem with colliders in my game. When I play in the editor it works fine, but when I build it (WebGL) and run it in chrome the colliders don't work at all. The Chrome console says: AddComponent asking for "MeshCollider" which is not a Unity engine type. Where is the problem? I've had a similar problem before and I solved it by enabling read/write in the prefab but that doesn't seem to do anything now.

Detect mobile client in webgl

$
0
0
I need to detect whether the user is running a webgl app in a mobile browser or on a desktop/laptop browser. Is this possible to detect using the Unity API, or you need to do some HTML hack?

Loosing weight in WebGL build

$
0
0
I need to understand better what kind of stuff the Unity compiler puts into my webgl build, so that I can make sure to remove any redundant references that might trick the linker to include stuff I do not actually need. I often see my build explode in growth even when I just do minor modifications, but without any kind of feedback what is included or not I am basically blind. Is there a way to inspect what is in the generated .unityweb files? Or any other way to know what's going on?

WebGL videoplayer black screen but listening to the audio in Chrome

$
0
0
Hi there! I'm playing a video in Chrome with the videoplayer in WebGL from an url, I can listen the audio correctly of all the video but the screen stills in black color during the whole video (mp4). I'm here after many tests following all forums' feedback, but nothing seems to work. Best regards.

How to implement Emscripten linking support for WebGl build?

$
0
0
In my web app I have upload and download methods that pull from an MS Azure server storage blob. Downloading information works fine since I'm just using UnityWebRequests. Unfortunately, to upload to Azure storage you must use Azure's API for storage manipulation so I've imported the proper libs for that. When it comes to uploading data to the server while running the web app in the browser I run into the error found at the end of the post. I've looked for answers to find a work-around but haven't found any solutions that work and many seem to work (and I cannot remove any async functions/threading tasks). How would I implement Emscripten's linking support into my project? Step-by-step instructions would be nice! Invoking error handler due to Uncaught abort("To use dlopen, you need to use Emscripten's linking support, see https://github.com/kripken/emscripten/wiki/Linking") at Error at jsStackTrace (SMTC CGC Beta2.wasm.framework.unityweb:8:22295) at stackTrace [Object.stackTrace] (SMTC CGC Beta2.wasm.framework.unityweb:8:22466) at Object.onAbort (https://smtc-cgc.azurewebsites.net/Build/UnityLoader.js:4:11047) at abort (SMTC CGC Beta2.wasm.framework.unityweb:8:493247) at _dlopen (SMTC CGC Beta2.wasm.framework.unityweb:8:177073) at wasm-function[64565]:0x10b5127 at wasm-function[65841]:0x10ee465 at wasm-function[36719]:0xa6dbf6 at wasm-function[36718]:0xa6db70 at wasm-function[67107]:0x112ab33 at dynCall_iii [Object.dynCall_iii] (SMTC CGC Beta2.wasm.framework.unityweb:8:466052) at invoke_iii (SMTC CGC Beta2.wasm.framework.unityweb:8:340263) at wasm-function[36717]:0xa6d923 at wasm-function[67138]:0x112afbf at dynCall_vi [Object.dynCall_vi] (SMTC CGC Beta2.wasm.framework.unityweb:8:479893) at invoke_vi (SMTC CGC Beta2.wasm.framework.unityweb:8:366807) at wasm-function[36715]:0xa6d796 at wasm-function[36714]:0xa6d6d5 at wasm-function[48545]:0xd2533e at wasm-function[67101]:0x112aaa4 at dynCall_ii [Object.dynCall_ii] (SMTC CGC Beta2.wasm.framework.unityweb:8:464651) at invoke_ii (SMTC CGC Beta2.wasm.framework.unityweb:8:337710) at wasm-function[48547]:0xd25481 at wasm-function[67101]:0x112aaa4 at dynCall_ii [Object.dynCall_ii] (SMTC CGC Beta2.wasm.framework.unityweb:8:464651) at invoke_ii (SMTC CGC Beta2.wasm.framework.unityweb:8:337710) at wasm-function[36755]:0xa6f261 at wasm-function[45504]:0xc731b5 at wasm-function[35699]:0xa3fb90 at wasm-function[19875]:0x6818eb at wasm-function[67111]:0x112ab9b at dynCall_iiii [Object.dynCall_iiii] (SMTC CGC Beta2.wasm.framework.unityweb:8:467117) at invoke_iiii (SMTC CGC Beta2.wasm.framework.unityweb:8:342215) at wasm-function[35714]:0xa40d3d at wasm-function[67142]:0x112b01a at dynCall_vii [Object.dynCall_vii] (SMTC CGC Beta2.wasm.framework.unityweb:8:482002) at invoke_vii (SMTC CGC Beta2.wasm.framework.unityweb:8:370532) at wasm-function[27372]:0x8161d9 at wasm-function[35710]:0xa409fa at wasm-function[24026]:0x741f07 at wasm-function[24031]:0x742581 at wasm-function[24023]:0x741cd1 at wasm-function[24021]:0x741b99 at wasm-function[24038]:0x742a23 at wasm-function[35686]:0xa3edc6 at wasm-function[35685]:0xa3ed88 at wasm-function[67113]:0x112abd1 at dynCall_iiiii [Object.dynCall_iiiii] (SMTC CGC Beta2.wasm.framework.unityweb:8:467849) at invoke_iiiii (SMTC CGC Beta2.wasm.framework.unityweb:8:343574) at wasm-function[35687]:0xa3f08a 1bc730cc-0b8a-466b-a427-63f8e4de01cb:8 Uncaught abort("To use dlopen, you need to use Emscripten's linking support, see https://github.com/kripken/emscripten/wiki/Linking") at Error at jsStackTrace (blob:https://smtc-cgc.azurewebsites.net/1bc730cc-0b8a-466b-a427-63f8e4de01cb:8:22295) at Object.stackTrace (blob:https://smtc-cgc.azurewebsites.net/1bc730cc-0b8a-466b-a427-63f8e4de01cb:8:22466) at Object.onAbort (https://smtc-cgc.azurewebsites.net/Build/UnityLoader.js:4:11047) at abort (blob:https://smtc-cgc.azurewebsites.net/1bc730cc-0b8a-466b-a427-63f8e4de01cb:8:493247) at _dlopen (blob:https://smtc-cgc.azurewebsites.net/1bc730cc-0b8a-466b-a427-63f8e4de01cb:8:177073) at wasm-function[64565]:0x10b5127 at wasm-function[65841]:0x10ee465 at wasm-function[36719]:0xa6dbf6 at wasm-function[36718]:0xa6db70 at wasm-function[67107]:0x112ab33 at Object.dynCall_iii (blob:https://smtc-cgc.azurewebsites.net/1bc730cc-0b8a-466b-a427-63f8e4de01cb:8:466052) at invoke_iii (blob:https://smtc-cgc.azurewebsites.net/1bc730cc-0b8a-466b-a427-63f8e4de01cb:8:340263) at wasm-function[36717]:0xa6d923 at wasm-function[67138]:0x112afbf at Object.dynCall_vi (blob:https://smtc-cgc.azurewebsites.net/1bc730cc-0b8a-466b-a427-63f8e4de01cb:8:479893) at invoke_vi (blob:https://smtc-cgc.azurewebsites.net/1bc730cc-0b8a-466b-a427-63f8e4de01cb:8:366807) at wasm-function[36715]:0xa6d796 at wasm-function[36714]:0xa6d6d5 at wasm-function[48545]:0xd2533e at wasm-function[67101]:0x112aaa4 at Object.dynCall_ii (blob:https://smtc-cgc.azurewebsites.net/1bc730cc-0b8a-466b-a427-63f8e4de01cb:8:464651) at invoke_ii (blob:https://smtc-cgc.azurewebsites.net/1bc730cc-0b8a-466b-a427-63f8e4de01cb:8:337710) at wasm-function[48547]:0xd25481 at wasm-function[67101]:0x112aaa4 at Object.dynCall_ii (blob:https://smtc-cgc.azurewebsites.net/1bc730cc-0b8a-466b-a427-63f8e4de01cb:8:464651) at invoke_ii (blob:https://smtc-cgc.azurewebsites.net/1bc730cc-0b8a-466b-a427-63f8e4de01cb:8:337710) at wasm-function[36755]:0xa6f261 at wasm-function[45504]:0xc731b5 at wasm-function[35699]:0xa3fb90 at wasm-function[19875]:0x6818eb at wasm-function[67111]:0x112ab9b at Object.dynCall_iiii (blob:https://smtc-cgc.azurewebsites.net/1bc730cc-0b8a-466b-a427-63f8e4de01cb:8:467117) at invoke_iiii (blob:https://smtc-cgc.azurewebsites.net/1bc730cc-0b8a-466b-a427-63f8e4de01cb:8:342215) at wasm-function[35714]:0xa40d3d at wasm-function[67142]:0x112b01a at Object.dynCall_vii (blob:https://smtc-cgc.azurewebsites.net/1bc730cc-0b8a-466b-a427-63f8e4de01cb:8:482002) at invoke_vii (blob:https://smtc-cgc.azurewebsites.net/1bc730cc-0b8a-466b-a427-63f8e4de01cb:8:370532) at wasm-function[27372]:0x8161d9 at wasm-function[35710]:0xa409fa at wasm-function[24026]:0x741f07 at wasm-function[24031]:0x742581 at wasm-function[24023]:0x741cd1 at wasm-function[24021]:0x741b99 at wasm-function[24038]:0x742a23 at wasm-function[35686]:0xa3edc6 at wasm-function[35685]:0xa3ed88 at wasm-function[67113]:0x112abd1 at Object.dynCall_iiiii (blob:https://smtc-cgc.azurewebsites.net/1bc730cc-0b8a-466b-a427-63f8e4de01cb:8:467849) at invoke_iiiii (blob:https://smtc-cgc.azurewebsites.net/1bc730cc-0b8a-466b-a427-63f8e4de01cb:8:343574) at wasm-function[35687]:0xa3f08a

Probuilder Polybrush meshes not rendering in webgl

$
0
0
I have Unity 2019.3.1, with probuilder tools installed. I have a very basic mesh of some desert islands with Polybrush texture blend shaders on it. They work perfectly in Unity Editor, and when exported to webgl, it also works in Edge browser But in the exported webgl in Chrome, the polybrushed pobjects are not rendered and the background just shows through. Has anyone encountered this?![alt text][1] [1]: /storage/temp/152837-error.jpg

Load animated 3D object from streamingassets?

$
0
0
I am making a webgl app and I want to stream in 3D animations as they are needed only. But is this possible? It looks like Unity wants to preprocess all animations and include them into the build, rather than have you load them separately. This makes the build too bulky for webgl in my case. Can animated 3D objects be loaded from streamingassets on demand instead?

Camera background is white in editor but WebGL build it is a little darker

$
0
0
Hi I have set my camera background to solid color and the color set to white. In the editor and in play mode everything looks as intended but the WebGL build is a little darker. I also have white UI on the screen and there is a definite difference between the camera background "white" and the UI "white"... --- Any idea how that can happen? Thanks in advance :)

Video player doesn't work in webgl

$
0
0
Hi , Im trying to set up a virtual expo with some video players on planes showing animations made by students. The webgl build is hosted on a cors enabled server, and the video players are set to URL with the adress of the files on the server. The files do play when the server adres url is used directly in the browser. I've been reading up on such issues and made sure also a .htaccess file is available in all directories. Here's currently the best working build https://piazza.me/vr My problems : - There are multiple video players in the game, but most don't play. Results vary on computers & browsers.. This is the main problem atm. The only video that seems to work directly is warped as texture around a 3D object. The other 4 videos , being played on a plane object stay blank. This goes for the hosted version shared above ,as on a firefox webgl build running of my localhost. This is the error i see in firefox browser console, and it builds up quickly : Error: WebGL warning: texSubImage2D: Source must not be null. In chrome i see : f5c2d259-8b68-45bf-a94e-f819b35a9e67:8 WebGL: INVALID_VALUE: tex(Sub)Image2D: video visible size is empty [.WebGL-00000200E4BC6230] GL_INVALID_OPERATION: Level of detail outside of range. Can anyone please have a look at this project ? Thank you so much

WebGL Build Shows Black Screen

$
0
0
I have a game that includes an asset from the asset store, a Canvas UI and a coin asset. I am developing on a MacBook pro. I have Unity 2019.2.16f. When I play in the editor everything is fine. If I build for WebGL nothing shows up. It is just a black screen. How do I go about figuring this out? I get one error when I build that says there isn't an event system, but there is one in the scene. Here is what it looks like when running in the editor: ![alt text][1] [1]: /storage/temp/152964-webglscreenshot01.png The colored lines around the edges are a world space Canvas based GUI. So is the gray rectangle in the middle. I also tried building it for macOS and it has some of the elements of the teeth guys, but most of them are just gone. How do I figure out what is going wrong?

Cloud Build WebGL compression formats

$
0
0
When building for WebGL in the editor, I have the option to choose a compression format: *Disabled, Gzip or Brotli*.

I'm using **Unity Cloud Build** as a CI tool to automate deployments, but I can't seem to find any compression options to choose from.

How can I select these compression options using Cloud Build? Am I missing anything and are there any alternatives?

Problem with WebGl Build.

$
0
0
I made a game in C# and am trying to upload to the web from WebGL but the build keeps failing in the middle and I get this error(located below). When I click on the error it sends me to the SimpleActivatorMenu.cs script from the Standard Assets Utility Asset. This is after I updated my version of Unity. What do I do? UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00275] in <9ba1187881a84a08b5f9c4cb333d7a6a>:0 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <9ba1187881a84a08b5f9c4cb333d7a6a>:0 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

can i put downloaded games on google sites?,how do i download and put up unity webGL games elsewhere?

$
0
0
so i have a really small html game website that i made soley to distract myself from math class with mr. Garcia (aka the smol pp nerd who takes pride in making fun of the slower students (like myself), the *fucking* **cunt**). so my friend reccomended i put sort the court on my website, so i go home and try to figure out how to do it. only i have no idea how to do it. i downloaded sort the court from itch.io and have the file, but i have no idea how to make it playable on google sites, without downloading it. so i decided to make a post on here, which is what im doing now. if anyone was wondering the site is this sites.google.com/g.dentonisd.org/eemowjees-things/. also im using opera browser.,so i have a small (like, really small) HTML game website that i have been managing for a few months. its just random html games, nothing special. anyways, one of my friends suggested i put sort the court on my website, but that was made in unity webGL, and i dunno how to do that. i think i would have to download the game and put it up on my website, but i really have no clue. im using opera browser and the site is made on google sites. url to the website is this: sites.google.com/g.dentonisd.org/eemowjees-things/

Error building WebGL project in CI

$
0
0
Hey guys, I've been banging my head on the table over this one for a couple of days now... if you have any suggestions at all I'd really appreciate it. Some key points: I have a WebGL project that I'm trying to build remotely in Circle CI using this docker image https://hub.docker.com/r/gableroux/unity3d/. I'm using a jslib with `using System.Runtime.InteropServices;` and `[DllImport("__Internal")]` (not sure if related). The project builds fine locally, both via the unity editor and via the CLI, but fails when building in the docker image in CI. The docker container has 4GB of RAM. License activation is working fine, and the build is running but throwing an error. Build appears to run smoothly until the il2cpp post processing part. Then i see (trying to not spam you with a massive error message so I've cut some bits out where ** is): Failed running /opt/Unity/Editor/Data/il2cpp/build/deploy/net471/il2cpp.exe --convert-to-cpp --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="WebGL" --architecture="EmscriptenJavaScript" --configuration="Release" --outputpath="/root/workspace/Assets /../Temp/StagingArea/Data/Native/build.bc" --cachedirectory="/root/workspace/Assets/../Library/il2cpp_cache" --compiler-flags="-Oz -DIL2CPP_EXCEPTION_DISABLED=1 " --emit-method-map [--additional-libraries= **... (lots of additional libraries, lmk if they might be relevant) **] --profiler-report --map-file-parser="/opt/Unity/Editor/Data/Tools/MapFileParser/MapFileParser" --directory="/root/workspace/Temp/StagingArea/Data/Managed" --generatedcppdir="/root/workspace/Temp/StagingArea/Data/il2cppOutput" il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: ** (that same command above again) ** Traceback (most recent call last): File "/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/Emscripten/emcc.py", line 3063, in sys.exit(run()) File "/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/Emscripten/emcc.py", line 1607, in run shared.Building.link(linker_inputs, specified_target) File "/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/Emscripten/tools/shared.py", line 2114, in link output = run_process([LLVM_LINK] + link_args + ['-o', target], stdout=PIPE).stdout File "/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/Emscripten/tools/shared.py", line 167, in run_process return run_base(cmd, universal_newlines=universal_newlines, check=check, *args, **kw) File "/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/Emscripten/tools/shared.py", line 162, in run_base result.check_returncode() File "/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/Emscripten/tools/shared.py", line 148, in check_returncode raise Py2CalledProcessError(returncode=self.returncode, cmd=self.args, output=self.stdout, stderr=self.stderr) tools.shared.Py2CalledProcessError: Command '['/opt/Unity/Editor/Data/PlaybackEngines/WebGLSupport/BuildTools/Emscripten_FastComp_Linux/llvm-link', '@/tmp/tmpCPp3vB.response', '-o', '/root/workspace/Library/il2cpp_cache/linkresult_D6CF06372CB752494F520E4794944216/build.bc']' returned non-zero exit status -9 at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles (System.Collections.Generic.HashSet`1[T] objectFiles, Unity.IL2CPP.Building.ToolChains.CppToolChainContext toolChainContext) [0x001fb] in :0 at Unity.IL2CPP.Building.CppProgramBuilder.Build (Unity.IL2CPP.Building.Statistics.IBuildStatistics& statistics) [0x00275] in :0 at Unity.IL2CPP.Building.Statistics.BuildingTestRunnerHelper.BuildAndLogStatsForTestRunner (Unity.IL2CPP.Building.CppProgramBuilder builder, Unity.IL2CPP.Building.Statistics.IBuildStatistics& statistics) [0x00001] in :0 at il2cpp.Program.DoRun (System.String[] args, System.Collections.Generic.List`1[T] foundAssemblies) [0x005b5] in :0 at il2cpp.Program.Run (System.String[] args, System.Boolean setInvariantCulture) [0x00042] in :0 at il2cpp.Program.Main (System.String[] args) [0x00002] in :0 Exception: /opt/Unity/Editor/Data/il2cpp/build/deploy/net471/il2cpp.exe did not run properly! at UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x00120] in /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128 at UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) [0x00060] in /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:71 at UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) [0x00086] in /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:519 at UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) [0x002e8] in /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:500 at UnityEditorInternal.IL2CPPBuilder.Run () [0x000ce] in /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:337 at UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) [0x0001c] in /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:72 at UnityEditor.WebGL.WebGlBuildPostprocessor.CompileBuild (UnityEditor.Modules.BuildPostProcessArgs args) [0x000d3] in /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:387 at UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) [0x002ad] in /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:929 at UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) [0x00001] in /home/builduser/buildslave/unity/build/Editor/Mono/Modules/DefaultBuildPostprocessor.cs:27 at 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) [0x000dc] in /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:340 UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, Boolean) UnityEditor.BuildPipeline:BuildPlayerInternal(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions) (at /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline.bindings.cs:376) UnityEditor.BuildPipeline:BuildPlayer(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions) (at /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline.bindings.cs:275) UnityEditor.BuildPipeline:BuildPlayer(BuildPlayerOptions) (at /home/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline.bindings.cs:258) BuildCommand:PerformBuild() (at Assets/Scripts/Editor/BuildCommand.cs:159) -------- I skipped out some parts of the error logs that looked repetitive but lmk if you need to see them and i can send them over. Thanks so much for any guidance you can offer.

how to fixe ios probleme in instant game Webgel ?

$
0
0
hello guyss !! i have the game unity version 2018.2.6f1 , is working without problem but , when i want build webgl for facebook instant game , i have the problem with ios , the game is work in desktop and in android but the ios is crashed any solution for that please ! ![alt text][1] ![alt text][2] thanks [1]: /storage/temp/153454-88101148-651930522049847-1198535173981863936-n.jpg [2]: /storage/temp/153455-ssd.png
Viewing all 2390 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>