Search Unity

WebGL & Addressables

Discussion in 'Web' started by Bentoon, Jun 9, 2021.

  1. Bentoon

    Bentoon

    Joined:
    Apr 26, 2013
    Posts:
    98
    Hello All
    I'm trying to do WebGL builds and load content with addressables
    and know this can be challenging...

    Everything work fine in Editor
    but the minute I move things to my web server, I either don't get models or if I do I get pink textures
    even though all models and textures are marked as addressable, the groups are defines as remote and the profile too

    I am trying a few different web servers in case the problem is CORS

    Any ideas about loading (and unloading) scenes as addressables in WebGL?

    I am looking for help (hire) someone to define a good workflow for me for Web3

    Thanks in advance!
    ~b
     
  2. OceanX000

    OceanX000

    Joined:
    Feb 24, 2021
    Posts:
    120
    If there's any error, you can find it in browser's console. Post errors here may help.
     
    Bentoon likes this.
  3. Bentoon

    Bentoon

    Joined:
    Apr 26, 2013
    Posts:
    98
    Thank you @OceanX000 !
    I just did and it said access was forbidden, so I changed permissions on the site and it worked!

    But
    1)
    the WebGL export seems large,
    I have to include other scenes in the build obviously
    but
    after I build the addressables To the Server Data
    can I delete the objects to be remotely loaded from all the scenes
    before I do the final WebGL build?
    (Note I seem to need to incl the other scenes in the Build Settings for the scenes to load even from remote data)

    2) Do you know off hand of the best way to unload a scene loaded from an addressable w something like a
    Addressables.ReleaseInstance(scene) ?

    Thanks!
    ~be