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Question Can't build for Webgl anymore

Discussion in 'Web' started by mathcong, May 15, 2020.

  1. mathcong

    mathcong

    Joined:
    Mar 24, 2019
    Posts:
    10
    Yesterday i was making some builds for webgl, and had some issues with FMOD, an audio plugin.

    I made some dev builds to see what the error was exactly, but after like 3 dev builds unity refused to build to WebGL, and always gives me build failed.

    I get the same errors with unity version 2019.2.13f1 and unity version 2019.3.13f1

    These are the errors:


    Code (CSharp):
    1. Failed running "C:/Program Files/Unity/Hub/Editor/2019.3.13f1/Editor/Data/PlaybackEngines/WebGLSupport\BuildTools\Emscripten_Win\python\2.7.5.3_64bit\python.exe" -E "C:/Program Files/Unity/Hub/Editor/2019.3.13f1/Editor/Data/PlaybackEngines/WebGLSupport\BuildTools\Emscripten\emcc" @"D:\slashy ninja update version\slashy ninja\Assets\..\Temp\emcc_arguments.resp"
    2.  
    3. stdout:
    4. stderr:error: Linking globals named '_ZTVN4FMOD19AsyncCommandPrinterE': symbol multiply defined!ERROR:root:Failed to run llvm optimizations:
    5.  
    6.  
    7.  
    8. UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
    9.   at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002bb] in <480b5a3bd3214ce5831f6dd8c68fdc55>:0
    10.   at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <480b5a3bd3214ce5831f6dd8c68fdc55>:0
    11.  
    12.  

    I saw other people having similar problems, and tried all kinds of solutions:

    reimporting all assets, saving build in another place, running unity as admin, modifying a file called "emscripten.config" (stack_size).

    I even duplicated my project and build it from unity 2019.3.13f1

    I got no idea what to do next, since the errors are a bit too advanced for me.
     
  2. mathcong

    mathcong

    Joined:
    Mar 24, 2019
    Posts:
    10
    UPDATE: it was an FMOD Issue, solved it by reinstalling the Assets