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I thought that might be the case so have actually throttled the requests but that didnt seem to change the outcome. I agree that it is probably a...
We have a wrapper class that processes AssetBundles and uses the UnityWebRequest to perform the download operation like this:
OK, thanks for the heads up.
Awesome! I totally understand the review process and my apologies if I was sounding pushy. Just curious.
With all due respect, when Unity heavily touts exciting features in their PR and GDC presentations (such as WebGL support in 5.x and WebAssembly...
Was hoping this would be fixed in 2017.1.b6 but no dice. Can anyone provide an estimate on which beta release will contain this fix?
Sooo.. 2017.2 it is!! ;)
Thanks for following up.
Do you foresee WebAssembly being fully supported (i.e, non-experimental) in the Unity 2017 lifecycle?
It is not critical for our release process but it was nice to be able to easily customize the TOTAL_MEMORY value at run-time for various...
Yeah... hilarious :(
Do we happen to know if this will be part of a patch release? (fingers crossed)
Hate to bump, but am I doing something wrong with the Module override?
I cannot seem to get the Module override to work for TOTAL_MEMORY.
If we set our Player Settings to use TotalWebGLMemory to something like "400"...
Welp, that didn't last long:
UnityLoader.js?_=1493989526999:1 Invoking error handler due to
Do you happen to know if there is an issue report for this in Chromium/Chrome? If so, could you provide the link so we can track status?
So I may have figured out the issue.
Somehow the Standard Shader got included in the build (via Graphics Settings->Always Include Shaders) which...
WebGLMemorySize is set to 400. TOTAL_MEMORY in the json file = 419430400
The error above is from FireFox 53. I get this in Chrome 57.0.2987.133:
exception thrown: RuntimeError: memory access out of...
Receiving this error in Unity 5.6.0f3 with a WebAssembly build:
exception thrown: RuntimeError: index out of bounds,wasm-function
Thanks very much, Marco.