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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
You already got your answer. Use .jslib file. ExternalCall is deprecated. The only way you have is to use DllImport, Call from C# to a method in...
Call the JS method from a method in a .jslib file
Really weird, other wasm and webgl examples works for you?
My guess is that you have some flags disabled.
Try to look at chrome's flags for "webassembly", and see if any of them is disabled or not on default
WASM work for us in iOS 12.2. We are using Unity 2019.1.0f2
Print to log the path, and check if it's valid path...
The current official release of chrome is 76. 77 is the current beta, and 78 is dev.
I tested some of the games in the list using Chrome 76, and...
The fact that you got an error, doesn't meen that chrome doesn't support WebGL...
I'm currently on my mobile phone and even then some of those...
WebGL runs on Chrome...
Or, you can install "http-server" for node.js, or Nginx, and run a local server
I wonder in which part of the process it happens. Downloading the file, extracting, or trying to use an asset from it
It also partially supports WebGL1, but you'll have to disable most of the effects :/
hmmmm... when I think about it, he can also rotate the html canvas object
There are a few ways to solve it, and it depends on the browser and your preferences.
Info regarding JS/HTML:...
What type of assets were in those asset bundles?
onRuntimeInitialized is called when the WebGL/WASM/ASM.JS is loaded, not when the first scene is loaded.
It'll be much safer for you to notify...
I guess the non English letter in "Família"
Create a new folder in one of your drives, use only English letters in the path, and copy your...
We tried Canary 77 few days ago and it works