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WebGL on chrome seems broken

Discussion in 'WebGL' started by asc3nsion, Oct 4, 2015.

  1. asc3nsion

    asc3nsion

    Joined:
    Dec 19, 2013
    Posts:
    9
    I am embedding Unity WebGL in a meteor app. I tested this only a week ago and the player loaded. Recently after my os updated the graphics don't load in the page. I do see a console debug message that I set up from my unity scene, but the scene doesn't render. This is what I get in the console:

    run() called, but dependencies remain, so not runningModule.printErr @ unityModule.js:13run @ WebTest.js:2973535(anonymous function) @ WebTest.js:2973647
    unityModule.js:13 pre-main prep time: 2153 msModule.printErr @ unityModule.js:13doRun @ WebTest.js:2973555(anonymous function) @ WebTest.js:2973571
    unityModule.js:9 PlayerConnection initialized from (debug = 0)
    unityModule.js:9 PlayerConnection disabled - listening mode not supported
    unityModule.js:9 Initialize engine version: 5.0.0f4 (5b98b70ebeb9)
    unityModule.js:9 NullGfxDevice:
    unityModule.js:9 Version: NULL 1.0 [1.0]
    unityModule.js:9 Renderer: Null Device
    unityModule.js:9 Vendor: Unity Technologies


    Before I still got the top two messages, but after a second the player would still load. I am using:
    Chrome
    Microsoft Windows Surface Pro
    Windows 8 64bit
    Intel i7-4650U CPU 1.7GHz 2,3 Ghz
    8GB RAM
    Intel HD Graphics 5000

    I also tried running an empty scene in WebGL using "Build and Run" from Unity. To make sure it isn't something from Meteor. The scene doesn't render either with the same console:

    run() called, but dependencies remain, so not runningModule.printErr @ (index):34run @ syn_build.js:3278263(anonymous function) @ syn_build.js:3278392
    (index):34 pre-main prep time: 552 msModule.printErr @ (index):34doRun @ syn_build.js:3278283(anonymous function) @ syn_build.js:3278299
    (index):30 PlayerConnection initialized from (debug = 0)
    (index):30 PlayerConnection disabled - listening mode not supported
    (index):30 Initialize engine version: 5.2.1f1 (44735ea161b3)
    (index):30 NullGfxDevice:
    (index):30 Version: NULL 1.0 [1.0]
    (index):30 Renderer: Null Device
    (index):30 Vendor: Unity Technologies


    I need to use Chrome for what I am building, anyone have an idea how I can solve or work around this? Any help is greatly appreciated.

    -Jason
     
    Last edited: Oct 4, 2015
  2. asc3nsion

    asc3nsion

    Joined:
    Dec 19, 2013
    Posts:
    9
    Anybody else out there seeing this?
     
  3. asc3nsion

    asc3nsion

    Joined:
    Dec 19, 2013
    Posts:
    9
    In case anyone runs into this. It seems like an issue with chrome 46.0.2490.52 beta-m (64-bit). I downloaded the latest Canary and it ran fine.
     
  4. bestellenpreis

    bestellenpreis

    Joined:
    Mar 15, 2015
    Posts:
    26
    Just built a new game with default settings and it worked. Sticking with the default settings seemed to work on this project.
     
  5. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
    1,666
    This indicates that the content did not detect WebGL support in the browser. I'm not sure why that would be, though. Did you maybe set your content to WebGL 2.0 only in PlayerSettings? That is not yet supported in any shipping browsers.
     
  6. asc3nsion

    asc3nsion

    Joined:
    Dec 19, 2013
    Posts:
    9
    Thanks for the replies guys... I tried both auto and WebGL 1.0 in the settings. Neither one rendered, and both gave the null error. I was using Chrome beta, but I downloaded the most recent stable version of Chrome today and I still see the same thing. However everything does work in Canary. I am not sure what might cause this, I haven't tried this on anything other computer besides my Surface... I am just glad to have it working in Canary.
     
  7. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

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    Aug 18, 2005
    Posts:
    1,666
  8. asc3nsion

    asc3nsion

    Joined:
    Dec 19, 2013
    Posts:
    9
    Different results between Chrome and Canary:

    Chrome Version 46.0.2490.52 m (64-bit)


    Canary Version 48.0.2530.0 canary (64-bit)

    Everything used to work in regular Chrome, I updated maybe a week or two ago and regular Chrome hasn't worked since. I looked at chrome//flags, and webgl is not disabled.
     
    Last edited: Oct 8, 2015
  9. asc3nsion

    asc3nsion

    Joined:
    Dec 19, 2013
    Posts:
    9
    Not sure if it's helpful, but this is the log from Canary when the scene loads:

    PlayerConnection disabled - listening mode not supported
    unityModule.js:9 Initialize engine version: 5.2.1f1 (44735ea161b3)
    unityModule.js:9 Creating WebGL 1.0 context.
    unityModule.js:9 Renderer: WebKit WebGL
    unityModule.js:9 Vendor: WebKit
    unityModule.js:9 Version: WebGL 1.0 (OpenGL ES 2.0 Chromium)
    unityModule.js:9 GLES: 0
    unityModule.js:9 ANGLE_instanced_arrays GL_ANGLE_instanced_arrays EXT_blend_minmax GL_EXT_blend_minmax EXT_frag_depth GL_EXT_frag_depth EXT_shader_texture_lod GL_EXT_shader_texture_lod EXT_sRGB GL_EXT_sRGB EXT_texture_filter_anisotropic GL_EXT_texture_filter_anisotropic WEBKIT_EXT_texture_filter_anisotropic GL_WEBKIT_EXT_texture_filter_anisotropic OES_element_index_uint GL_OES_element_index_uint OES_standard_derivatives GL_OES_standard_derivatives OES_texture_float GL_OES_texture_float OES_texture_float_linear GL_OES_texture_float_linear OES_texture_half_float GL_OES_texture_half_float OES_texture_half_float_linear GL_OES_texture_half_float_linear OES_vertex_array_object GL_OES_vertex_array_object WEBGL_compressed_texture_s3tc GL_WEBGL_compressed_texture_s3tc WEBKIT_WEBGL_compressed_texture_s3tc GL_WEBKIT_WEBGL_compressed_texture_s3tc WEBGL_debug_renderer_info GL_WEBGL_debug_renderer_info WEBGL_debug_shaders GL_WEBGL_debug_shaders WEBGL_depth_texture GL_WEBGL_depth_texture WEBKIT_WEBGL_depth_texture GL_WEBKIT_WEBGL_depth_tex
    unityModule.js:9 ture WEBGL_draw_buffers GL_WEBGL_draw_buffers WEBGL_lose_context GL_WEBGL_lose_context WEBKIT_WEBGL_lose_context GL_WEBKIT_WEBGL_lose_context
    unityModule.js:9 OPENGL LOG: Creating OpenGL ES 2.0 graphics device
    unityModule.js:9 WARNING: Shader Unsupported: 'Standard' - Pass 'FORWARD' has no vertex shader
    unityModule.js:9 WARNING: Shader Unsupported: 'Standard' - Pass 'FORWARD_DELTA' has no vertex shader
    unityModule.js:9 WARNING: Shader Unsupported: 'Standard' - Pass 'SHADOWCASTER' has no vertex shader
    unityModule.js:9 WARNING: Shader Unsupported: 'Standard' - Pass 'DEFERRED' has no vertex shader
    unityModule.js:9 WARNING: Shader Unsupported: 'Standard' - All passes
     
  10. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
    1,666
    So, those screenshots clearly show that Chrome 46 does not support WebGL on your GPU. That page has nothing to do with Unity. So, this is an issue with Chrome alone, and nothing we can do anything about. Since it works in Canary, it would seem that Google has fixed the issue, but it is probably a good idea to submit a bug report to Google (at https://code.google.com/p/chromium/issues/list) with all your system information, to see if they can avoid shipping Chrome 46 like this.
     
  11. asc3nsion

    asc3nsion

    Joined:
    Dec 19, 2013
    Posts:
    9
    Done, Thanks for the help.