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AssetBundle, WebGL and Activation-Tracks

Discussion in 'Timeline' started by Trost-3dqr, Jan 21, 2019.

  1. Trost-3dqr

    Trost-3dqr

    Joined:
    Apr 23, 2018
    Posts:
    2
    Hi.

    I'm currently investigating a problem with our WebGL-App and AssetBundles.

    Simple Setup to reproduce:
    The AssetBundle has a timeline with an Activation-Track which activates and deactivates a cube and an Animation-Track which starts an animation on another cube.
    upload_2019-1-21_13-34-32.png

    In Editor, Playmode, AssetBundle loaded into App in Editor everything works fine, even when I build this Asset as a standalone WebGL-Player.

    But if I load the AssetBundle into the App build with WebGL and open it with Firefox for example the Activation-Truck does nothing but the Animation-Tracks plays perfectly fine.

    Someone has any idea what is going on?

    Tested this in Unity 2018.2.20f1 and Unity 2018.3.2f1
     
  2. Trost-3dqr

    Trost-3dqr

    Joined:
    Apr 23, 2018
    Posts:
    2
    Fixed it... Seems it got stripped away although Strip Engine Code was disabled in Player Settings. Putting a Timeline with all Tracks inside the main-scene of the app and build it again did the trick.