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Is WebGL caching broken?

Discussion in 'Addressables' started by Dabeh, Apr 25, 2019.

  1. Dabeh

    Dabeh

    Joined:
    Oct 26, 2011
    Posts:
    1,603
    Hey,

    When I first load the app, on incognito, it works fine. Second load, however, I get this:

    PlatformGetStacktrace
    UnityLoader.js:4 Exception encountered in operation Resource<TextAsset>(exptablebaseconfig.txt):

    Nothing changes in the path, this is hard-coded in. Just running it twice breaks it. After getting rid of any cache etc, it works fine until it's restarted and then it's broken again. This happens for all assets that try to get grabbed.
     
  2. unity_bill

    unity_bill

    Unity Technologies

    Joined:
    Apr 11, 2017
    Posts:
    954
    In the group settings, there's an option for "use asset bundle cache". Try turning that off and let me know if that "fixes" the problem. I'm guessing something is going weird with caching in a browser.
     
  3. Dabeh

    Dabeh

    Joined:
    Oct 26, 2011
    Posts:
    1,603
    Yep, this was the fix I did when making this post(ofcourse, no more cache as a result) and the build started working fine afterwards. A bit unfortunate! Caching is important for WebGL ;)
     
    unity_bill likes this.
  4. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    874
    Just wanted to check to see if there were any updates on this caching issue for WebGL builds? Disabling asset bundle cache fixed it for us too, but would be ideal to be able to keep caching enabled.