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A lot of errors?

Discussion in 'WebGL' started by mailfromthewilds, Dec 22, 2020.

  1. mailfromthewilds

    mailfromthewilds

    Joined:
    Jan 31, 2020
    Posts:
    215
    Build WebGL.framework.js:2 getGamepad will now require Secure Context. Please update your application accordingly. For more information see https://github.com/w3c/gamepad/pull/120
    staticInit @ Build WebGL.framework.js:2
    Build WebGL.loader.js:1 wasm streaming compile failed: TypeError: Failed to execute 'compile' on 'WebAssembly': Incorrect response MIME type. Expected 'application/wasm'.
    printErr @ Build WebGL.loader.js:1
    Build WebGL.loader.js:1 falling back to ArrayBuffer instantiation
    printErr @ Build WebGL.loader.js:1

    Loading player data from data.unity3d
    Build WebGL.framework.js:2 Initialize engine version: 2020.1.15f1 (97d0ae02d19d)
    Build WebGL.loader.js:1 Creating WebGL 2.0 context.
    Build WebGL.framework.js:2 Renderer: WebKit WebGL
    Build WebGL.framework.js:2 Vendor: WebKit
    Build WebGL.framework.js:2 Version: OpenGL ES 3.0 (WebGL 2.0 (OpenGL ES 3.0 Chromium))
    Build WebGL.framework.js:2 GLES: 3
    Build WebGL.framework.js:2 EXT_color_buffer_float GL_EXT_color_buffer_float EXT_color_buffer_half_float GL_EXT_color_buffer_half_float EXT_disjoint_timer_query_webgl2 GL_EXT_disjoint_timer_query_webgl2 EXT_float_blend GL_EXT_float_blend EXT_texture_compression_bptc GL_EXT_texture_compression_bptc EXT_texture_compression_rgtc GL_EXT_texture_compression_rgtc EXT_texture_filter_anisotropic GL_EXT_texture_filter_anisotropic EXT_texture_norm16 GL_EXT_texture_norm16 KHR_parallel_shader_compile GL_KHR_parallel_shader_compile OES_texture_float_linear GL_OES_texture_float_linear WEBGL_compressed_texture_s3tc GL_WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb GL_WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info GL_WEBGL_debug_renderer_info WEBGL_debug_shaders GL_WEBGL_debug_shaders WEBGL_lose_context GL_WEBGL_lose_context WEBGL_multi_draw GL_WEBGL_multi_draw OVR_multiview2 GL_OVR_multiview2
    3Build WebGL.framework.js:2 WebGL: INVALID_ENUM: getInternalformatParameter: invalid internalformat
    _glGetInternalformativ @ Build WebGL.framework.js:2
    Build WebGL.framework.js:2 OPENGL LOG: Creating OpenGL ES 3.0 graphics device ; Context level <OpenGL ES 3.0> ; Context handle 22317512
    Build WebGL.framework.js:2 UnloadTime: 1.214999 ms
    Build WebGL.framework.js:2 Thanks for using Ignorance Threaded Edition! Experience a bug? Report it here on GitHub => https://github.com/SoftwareGuy/Ignorance.
    (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
    Build WebGL.framework.js:2 Input Manager initialize...

    Build WebGL.framework.js:2 Kernel index (0) out of range
    (Filename: Line: 323)

    _JS_Log_Dump @ Build WebGL.framework.js:2
    Build WebGL.framework.js:2 Uploading Crash Report

    Build WebGL.framework.js:2 IndexOutOfRangeException: Invalid kernelIndex (0) passed, must be non-negative less than 0.
    (Filename: currently not available on il2cpp Line: -1)


    an more in screen format cus formatting this stuff is hard


    how do you guys fix webgl errors? these logs give no information..
     
  2. NeiratAhmad

    NeiratAhmad

    Joined:
    Jun 21, 2014
    Posts:
    5
    Did you find a solution for this yet?
     
  3. jukka_j

    jukka_j

    Unity Technologies

    Joined:
    May 4, 2018
    Posts:
    940
    Are you calling RenderTexture.Create() in your application? The log suggests that it would not be a valid format for WebGL. Not sure about the kernelIndex message, though it is possible that is a followup from the first error.

    If you expand on the triangle next to the error message, you can see a callstack of the C# and C++ code that the code takes. Maybe that can help figure who is calling RenderTexture.Create() there. I wonder what would happen if the format was changed to something else? e.g. RGBA32F or plain old RGBAU8.
     
  4. mailfromthewilds

    mailfromthewilds

    Joined:
    Jan 31, 2020
    Posts:
    215
    yes but i dont remember sorry

    (and i gave up on webgl anywayy due to other reasons)