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WebGL port doesn't work

Discussion in 'Unity 5 Pre-order Beta' started by alexandru.badescu, Nov 1, 2014.

?

Does webGL generate ok games for you

  1. Yes, no problem

    4.7%
  2. No, none work

    57.4%
  3. Yes and No, depends

    34.0%
  4. Haven't tried it yet

    3.9%
  1. alexandru.badescu

    alexandru.badescu

    Joined:
    May 5, 2014
    Posts:
    8
    Hello everyone.

    To make things clear, we are developing a multi-platform MMO game that currently works for webplayer, android & iOS. So, naturally, thought i give webGL unity3d port a try. The game webGL port doesn't work. To be clear, it works perfectly on the latest unity 4.5.4f.

    So, the build was done with slow-compile-heavy-optimized option. The whole generated pack of files has around 200 mb (kind of alot i think)

    Here is what i get in Firefox 32:

    While trying to run, i get a pop-up saying this:

    Code (CSharp):
    1. n error occured running the Unity content on this page. See your browser's JavaScript console for more info. The error was:
    2. uncaught exception: abort() at jsStackTrace@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:862:6
    3. stackTrace@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:876:2
    4. abort@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:3407508:2
    5. __Z46Register_UnityEngine_WebCamTexture_get_devicesv [Register_UnityEngine_WebCamTexture_get_devices()]@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:10873:2
    6. __Z32RegisterAllStrippedInternalCallsv [RegisterAllStrippedInternalCalls()]@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:136605:2
    7. __Z24RegisterAllInternalCallsv [RegisterAllInternalCalls()]@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:3388528:2
    8. _InitializeScriptingBackend@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:3368460:2
    9. _main@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:782906:2
    10. asm._main@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:3405477:2
    11. callMain@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:3407424:7
    12. doRun@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:3407460:4
    13. run/<@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:3407470:4
    I also see that my memory allocates around 1gb ram for firefox.

    i checked the javascript console and got:

    Code (CSharp):
    1. Successfully compiled asm.js code (total compilation time 27911ms; stored in cache; 4 functions compiled slowly: __ZN5physx31setupFinalizeSolverConstraints4EPNS_21PxcSolverContact4DescERNS_18PxcNpThreadContextEPhffRKNS_6shdfnd3aos5Vec4VES9_S9_S9_:22282:3 (313ms), __Z7yyparsev:24516:21 (377ms), _TT_RunIns:30045:38 (631ms), __Z41Vectrosity_Vectrosity_VectorChar_get_dataP22mscorlib_System_Object:1299:13 (890ms)) AoL-Optimized.js
    2. "run() called, but dependencies remain, so not running" index.html:63
    3.  
    4. "pre-main prep time: 580 ms" index.html:63
    5.  
    6. "missing function: _Z46Register_UnityEngine_WebCamTexture_get_devicesv" index.html:63
    7.  
    8. -1 index.html:59
    9. -1 index.html:63
    10.  
    11. "Invoking error handler due to
    12. uncaught exception: abort() at jsStackTrace@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:862:6
    13. stackTrace@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:876:2
    14. abort@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:3407508:2
    15. __Z46Register_UnityEngine_WebCamTexture_get_devicesv [Register_UnityEngine_WebCamTexture_get_devices()]@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:10873:2
    16. __Z32RegisterAllStrippedInternalCallsv [RegisterAllStrippedInternalCalls()]@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:136605:2
    17. __Z24RegisterAllInternalCallsv [RegisterAllInternalCalls()]@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:3388528:2
    18. _InitializeScriptingBackend@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:3368460:2
    19. _main@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:782906:2
    20. asm._main@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:3405477:2
    21. callMain@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:3407424:7
    22. doRun@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:3407460:4
    23. run/<@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:3407470:4
    24. " UnityConfig.js:74
    25. "Invalid function pointer called with signature 'viii'. Perhaps this is an invalid value (e.g. caused by calling a virtual method on a NULL pointer)? Or calling a function with an incorrect type, which will fail? (it is worth building your source files with -Werror (warnings are errors), as warnings can indicate undefined behavior which can cause this)" index.html:63
    26.  
    27. "Build with ASSERTIONS=2 for more info." index.html:63
    28.  
    29. 129 index.html:59
    30. 129 index.html:63
    31.  
    32. uncaught exception: abort() at jsStackTrace@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:862:6
    33. stackTrace@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:876:2
    34. abort@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:3407508:2
    35. nullFunc_viii@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:12861:2
    36. b129@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:3397174:2
    37. __ZNK10FileSystem10ToAbsoluteEPKc [FileSystem::ToAbsolute(char*)]@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:2449768:2
    38. __Z18IsDirectoryCreatedRKNSt3__112basic_stringIcNS_11char_traitsIcEENS_9allocatorIcEEEE [IsDirectoryCreated?S(undefined?N?&)]@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:2603693:2
    39. __ZN14CachingManager5ResetEv [CachingManager::Reset()]@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:2142901:8
    40. __Z23FileSystemMountCallbackPv [FileSystemMountCallback(void*)]@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:3186017:2
    41. dynCall_vi@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:3396047:2
    42. Runtime.dynCall@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:189:4
    43. _JS_FileSystem_Mount/<@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:11660:51
    44. done@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:3232:5
    45. IDBFS.reconcile@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:2484:4
    46. IDBFS.syncfs/</<@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:2284:5
    47. @file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/AoL-Optimized.js:2368:7
    48. UnityErrorHandler@file:///D:/Users/Alex/Desktop/AoL-Optimized/Data/UnityConfig.js:104:5
    49.  
    50. "warning: a problem occurred in builtin C++ name demangling; build with  -s DEMANGLE_SUPPORT=1  to link in libcxxabi demangling" index.html:63
    51.  
    52.  
    which of course, doesn't make a lot of sense to me. Can someone help?

    I'm using Windows TP 10, Unity 5.0beta.
     
  2. GabrieleUnity

    GabrieleUnity

    Unity Technologies

    Joined:
    Sep 4, 2012
    Posts:
    116
    Hello Alexandru,

    the error you are getting is due to the fact the Webcam textures are not supported on WebGL at the moment. In general, unsupported features should trigger a compilation error, but in this case it does not happen due to a bug that has already been fixed and will come in one of the future betas. Please get rid of the Webcam-related functionalities and build again. In case there were additional issues, it would be great if you could report a bug with the repro project included, so we could give it a look and fix your issues.

    Talking about the export size instead, Ralph explained pretty well which files you should check to understand how much data is actually going to be sent to the client once your build will be uploaded online: http://forum.unity3d.com/threads/we...misation-tips-and-tricks.276929/#post-1828155
    Give it a look, and let me know if you have any other question!
     
    WendelinReich likes this.
  3. alexandru.badescu

    alexandru.badescu

    Joined:
    May 5, 2014
    Posts:
    8
    Thanks for the reply Gabriele, i've just got to try removing the Webcam related problem. I do encounter another dought..

    When i run the app, i get i pop-up saying :

    and when i check the console, i see

    any ideas?
     
  4. Lypheus

    Lypheus

    Joined:
    Apr 16, 2010
    Posts:
    664
    I cannot run my little mobile game using WebGL either, you can try here [ http://www.bitgremlin.com/ew/index.html ] - view console to see stack traces. It looks like some AS libraries are not behaving nicely :).
     
  5. RalphH

    RalphH

    Unity Technologies

    Joined:
    Dec 22, 2011
    Posts:
    591
    @Lypheus, we'd really like to have a look at your project; can you file a bug with the project ? (also, to get a better idea yourself, you can enable C# exception handling in the webgl build in the playersettings).
     
  6. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    3,962
    This should work. @alexandru.badescu Can you submit a bug with this project? We can have a look at why this fails. Thanks.
     
  7. jsleek

    jsleek

    Joined:
    Oct 3, 2014
    Posts:
    43
    How do I submit Unity 5.0 bugs?
     
  8. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    3,962
    From the Editor menu, choose the Help > Report a Bug option.
     
  9. Lypheus

    Lypheus

    Joined:
    Apr 16, 2010
    Posts:
    664
    I submitted mine last night, look for "Re: RalphH" in the description though i'm sure it'll be obvious enough :). Keep up the good work folks, 5 is looking awesome!
     
  10. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    3,962
    Thanks, your bug is 645439. We will have a look at it.
     
  11. alexandru.badescu

    alexandru.badescu

    Joined:
    May 5, 2014
    Posts:
    8
    Hi Josh, unfortunately i'm not authorised to send the project.. it's company policy. Hoped it was a known issue :(
     
  12. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
    1,600
    Looking at your console output, I see it failing in:

    __Z24CreateDirectoryRecursive"[…] index.html:63

    File system access is not possible in WebGL in it's current state (we will probably have something to work on a IndexedDB-backed local per app persistent store for a FS eventually at some point).

    Press the […] button in the log in Firefox to see where this is coming from.
     
  13. jsleek

    jsleek

    Joined:
    Oct 3, 2014
    Posts:
    43
    Thanks Josh.

    I get this similar error popping up when I try and run the Nightmares project in WebGL.

    An error occured running the Unity content on this page. See your browser's JavaScript console for more info. The error was:
    Uncaught abort() at Error
    at jsStackTrace (http://192.168.1.81:8888/v2/Data/v2.js:862:12)
    at stackTrace (http://192.168.1.81:8888/v2/Data/v2.js:876:21)
    at abort (http://192.168.1.81:8888/v2/Data/v2.js:2481579:24)
    at nullFunc_vi (http://192.168.1.81:8888/v2/Data/v2.js:12725:2)
    at Array.b126 (http://192.168.1.81:8888/v2/Data/v2.js:2477053:2)
    at Array.__ZN18VirtActionInvoker06InvokeEP10MethodInfoPv [VirtActionInvoker0::Invoke(void**)] (http://192.168.1.81:8888/v2/Data/v2.js:2401471:70)
    at Object.dynCall_vii (http://192.168.1.81:8888/v2/Data/v2.js:2469671:31)
    at invoke_vii (http://192.168.1.81:8888/v2/Data/v2.js:13585:24)
    at Array.__Z57UnityEngine_UI_UnityEngine_UI_SetPropertyUtility_SetColorP22mscorlib_System_ObjectP29UnityEngine_UnityEngine_ColorS1_P42UnityEngine_UnityEngine_Events_UnityAction [UnityEngine_UI_UnityEngine_UI_SetPropertyUtility_SetColor?1(UnityEngine_UnityEngine_Color?S?**)] (http://192.168.1.81:8888/v2/Data/v2.js:1940591:2)
    at Object.dynCall_viiii (http://192.168.1.81:8888/v2/Data/v2.js:2457993:33)

    And when I look at the javascript console I get a whole load of errors.


    (index):63 run() called, but dependencies remain, so not running
    (index):63 pre-main prep time: 2088 ms
    (index):59 PlayerConnection initialized from (debug = 0)
    (index):59 PlayerConnection disabled - listening mode not supported
    (index):59 Initialize engine version: 5.0.0b9 (597d678ee8c6)
    (index):59 Renderer: WebKit WebGL
    (index):59 Vendor: WebKit
    (index):59 Version: WebGL 1.0 (OpenGL ES 2.0 Chromium)
    (index):59 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_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_texture WEBGL_draw_buffe
    (index):59 rs GL_WEBGL_draw_buffers WEBGL_lose_context GL_WEBGL_lose_context WEBKIT_WEBGL_lose_context GL_WEBKIT_WEBGL_lose_context
    (index):59 Creating OpenGLES2.0 graphics device
    v2.js:10362 Unable to find type [UnityEngine.dll]UnityEngine.AssemblyIsEditorAssembly

    v2.js:10362 The file 'mainData' is corrupted! Remove it and launch unity again!
    [Position out of bounds!]

    (index):59 Shader 'Custom/Rim Lit Bumped Specular': fallback shader 'Specular' not found
    (index):59 WARNING: Shader Unsupported: 'Custom/Rim Lit Bumped Specular' - Pass 'DEFERRED' shader state not supported
    (index):59 Shader 'Legacy Shaders/Bumped Specular': fallback shader 'Legacy Shaders/Specular' not found
    2(index):59 WARNING: Shader Unsupported: 'Legacy Shaders/Bumped Specular' - Pass 'DEFERRED' shader state not supported
    (index):59 WARNING: Shader Unsupported: 'Legacy Shaders/Self-Illumin/Diffuse' - Pass 'DEFERRED' shader state not supported
    (index):59 WARNING: Shader Unsupported: 'Legacy Shaders/Self-Illumin/Specular' - Pass 'DEFERRED' shader state not supported
    (index):59 WARNING: Shader Unsupported: 'Legacy Shaders/Specular' - Pass 'DEFERRED' shader state not supported
    (index):63 exit(0) called, but noExitRuntime, so not exiting
    v2.js:10369 test

    v2.js:10369 move0 0

    (index):63 Invalid function pointer called with signature 'vi'. Perhaps this is an invalid value (e.g. caused by calling a virtual method on a NULL pointer)? Or calling a function with an incorrect type, which will fail? (it is worth building your source files with -Werror (warnings are errors), as warnings can indicate undefined behavior which can cause this)(index):63 Module.printErrv2.js:12723 nullFunc_viv2.js:2477053 b126v2.js:2401471 __ZN18VirtActionInvoker06InvokeEP10MethodInfoPvv2.js:2469671 dynCall_viiv2.js:13585 invoke_viiv2.js:1940591 __Z57UnityEngine_UI_UnityEngine_UI_SetPropertyUtility_SetColorP22mscorlib_System_ObjectP29UnityEngine_UnityEngine_ColorS1_P42UnityEngine_UnityEngine_Events_UnityActionv2.js:2457993 dynCall_viiiiv2.js:13537 invoke_viiiiv2.js:2194621 __Z47UnityEngine_UI_UnityEngine_UI_Graphic_set_colorP37UnityEngine_UI_UnityEngine_UI_Graphic29UnityEngine_UnityEngine_Colorv2.js:2469671 dynCall_viiv2.js:13585 invoke_viiv2.js:1562878 __Z35Assembly_CSharp_PlayerHealth_UpdateP28Assembly_CSharp_PlayerHealthv2.js:2457262 __ZN14ActionInvoker06InvokeEPFvPvES0_PS0_v2.js:2462623 dynCall_iiiiv2.js:14089 invoke_iiiiv2.js:2269761 __ZN6il2cpp2vm7Runtime6InvokeEP10MethodInfoPvPS4_PP12Il2CppObjectv2.js:2439745 _il2cpp_runtime_invokev2.js:2410495 __Z23scripting_method_invoke21ScriptingMethodIl2CppP15ScriptingObjectR18ScriptingArgumentsPP18ScriptingExceptionv2.js:1641262 __ZN25ScriptingInvocationNoArgs6InvokeEPP18ScriptingExceptionv2.js:2425447 __ZN25ScriptingInvocationNoArgs6InvokeEvv2.js:1620567 __ZN13MonoBehaviour16CallUpdateMethodEiv2.js:2463457 __ZN13MonoBehaviour6UpdateEvv2.js:2473635 dynCall_viv2.js:13937 invoke_viv2.js:1118347 __ZN20BaseBehaviourManager12CommonUpdateI16BehaviourManagerEEvvv2.js:2457245 __ZN16BehaviourManager6UpdateEvv2.js:2473635 dynCall_viv2.js:13937 invoke_viv2.js:114995 __Z10PlayerLoopbbP10IHookEventv2.js:2295695 __ZL8mainloopvv2.js:2476083 dynCall_vv2.js:193 Runtime.dynCallv2.js:10547 (anonymous function)v2.js:5586 Browser.mainLoop.runIterv2.js:10543 Browser_mainLoop_runner
    (index):63 Build with ASSERTIONS=2 for more info.
    (index):59 126
    (index):63 126
    (index):63 warning: a problem occurred in builtin C++ name demangling; build with -s DEMANGLE_SUPPORT=1 to link in libcxxabi demangling
    UnityConfig.js:74 Invoking error handler due to
    Uncaught abort() at Error
    at jsStackTrace (http://192.168.1.81:8888/v2/Data/v2.js:862:12)
    at stackTrace (http://192.168.1.81:8888/v2/Data/v2.js:876:21)
    at abort (http://192.168.1.81:8888/v2/Data/v2.js:2481579:24)
    at nullFunc_vi (http://192.168.1.81:8888/v2/Data/v2.js:12725:2)
    at Array.b126 (http://192.168.1.81:8888/v2/Data/v2.js:2477053:2)
    at Array.__ZN18VirtActionInvoker06InvokeEP10MethodInfoPv [VirtActionInvoker0::Invoke(void**)] (http://192.168.1.81:8888/v2/Data/v2.js:2401471:70)
    at Object.dynCall_vii (http://192.168.1.81:8888/v2/Data/v2.js:2469671:31)
    at invoke_vii (http://192.168.1.81:8888/v2/Data/v2.js:13585:24)
    at Array.__Z57UnityEngine_UI_UnityEngine_UI_SetPropertyUtility_SetColorP22mscorlib_System_ObjectP29UnityEngine_UnityEngine_ColorS1_P42UnityEngine_UnityEngine_Events_UnityAction [UnityEngine_UI_UnityEngine_UI_SetPropertyUtility_SetColor?1(UnityEngine_UnityEngine_Color?S?**)] (http://192.168.1.81:8888/v2/Data/v2.js:1940591:2)
    at Object.dynCall_viiii (http://192.168.1.81:8888/v2/Data/v2.js:2457993:33)
    v2.js:5592 Uncaught abort() at Error
    at jsStackTrace (http://192.168.1.81:8888/v2/Data/v2.js:862:12)
    at stackTrace (http://192.168.1.81:8888/v2/Data/v2.js:876:21)
    at abort (http://192.168.1.81:8888/v2/Data/v2.js:2481579:24)
    at nullFunc_vi (http://192.168.1.81:8888/v2/Data/v2.js:12725:2)
    at Array.b126 (http://192.168.1.81:8888/v2/Data/v2.js:2477053:2)
    at Array.__ZN18VirtActionInvoker06InvokeEP10MethodInfoPv [VirtActionInvoker0::Invoke(void**)] (http://192.168.1.81:8888/v2/Data/v2.js:2401471:70)
    at Object.dynCall_vii (http://192.168.1.81:8888/v2/Data/v2.js:2469671:31)
    at invoke_vii (http://192.168.1.81:8888/v2/Data/v2.js:13585:24)
    at Array.__Z57UnityEngine_UI_UnityEngine_UI_SetPropertyUtility_SetColorP22mscorlib_System_ObjectP29UnityEngine_UnityEngine_ColorS1_P42UnityEngine_UnityEngine_Events_UnityAction [UnityEngine_UI_UnityEngine_UI_SetPropertyUtility_SetColor?1(UnityEngine_UnityEngine_Color?S?**)] (http://192.168.1.81:8888/v2/Data/v2.js:1940591:2)
    at Object.dynCall_viiii (http://192.168.1.81:8888/v2/Data/v2.js:2457993:33)


    Any ideas on how to fix this to get the Nightmares project i made working?
     
  14. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    3,962
    @Lypheus If looks like the project for bug 645439 builds correctly with WebGL now. I'm using the 5.0b13 code. I expect 5.0 b13 to be available next week, can you give this project a try again then? Thanks.
     
  15. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    3,962
    @jsleek It is difficult to tell without seeing the code in the project. Is this a project that you can submit with a bug report? If so, please do that and let me know the bug number. Thanks.
     
  16. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    3,962
    @jsleek Actually, I apologize. I was not aware that this is our learn project. You don't need to submit a bug then, as we have an existing one for this problem. We have an issue where the WebGL build is incorrectly stripping out some code that can be used via events in the new GUI. We're hoping to have this corrected in an upcoming beta.
     
  17. jsleek

    jsleek

    Joined:
    Oct 3, 2014
    Posts:
    43
    @JoshPeterson Is there a thread discussing the bug or is it only a submission?

    While we are on the topic of the Nightmares learn project, I get this error message when I have a Canvas Group on my MenuCanvas / HUDCanvas game objects:

    UnityEngine.UI.Selectable.OnCanvasGroupChanged () (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/guisystem/UI/Core/Selectable.cs:136)

    Has this bug already been reported or do i need to report it?
     
  18. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    3,962
    We don't have a thread on the stripping bug, as it was found internally.

    We do already have a bug for the OnCanvasGroupChanged problem, it is number 630651. So you do not need to submit one.

    Both of these bugs should be fixed for the 5.0 release, but I'm not sure when they will be corrected beyond that.
     
  19. Fuzzy

    Fuzzy

    Joined:
    Feb 11, 2011
    Posts:
    262
    Well, for me it exports the project.
    But the visuals i'm getting are rather meh.
    I set up a sample scene to start getting a feel for the new GI system and stuff.

    This is what it would look like:
    editor_full.png
    So i understand WebGL does not do image effects yet so it would be this:
    editor.png
    But what i am getting is.. this (firefox & chrome):
    webgl.png

    Using standard shader & reflection probes.
    Problem on my side or known issue with WebGL?
     
  20. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
    1,600
    WebGL should actuallyhandle image effects correctly, so you should be able to get the first image. Other then that, we have a bunch of graphics fixes lined up for WebGL already, to go into a beta soon, which might be relevant here. If you have a simple repro, it is best to submit a bug report, then i can check.
     
  21. Fuzzy

    Fuzzy

    Joined:
    Feb 11, 2011
    Posts:
    262
    Alright, seems that the image effect issue came from some i got from the asset store, though i thought i even tested most of them one by one, like even AA as postprocess, and got a pink screen. Must have been wrong about that. Built-in image effects seem to work for me now.
    Nonetheless i'm still getting dark scenes with off reflections in webGL exports, sent it in now:
    Case 646810
     
  22. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
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    Just looked at your project. The reason it looks so dark in WebGL is that WebGL does not support realtime GI yet. AFAIK, realtime GI is only supported on desktops and consoles right now (but I might be wrong about that one). As for third party image effects not working: That can happen when they use shader features not supported in WebGL. WebGL has some restrictions on loops in shaders, and some extensions like texture2DLod are not supported on all browsers. Usually these can be worked around by changing the shader code. I hope that in the future, browsers will switch to WebGL, which should have much better support.

    Edit: Correction: realtime GI is now also supported on Android and iOS and PS Vita.
     
    Last edited: Nov 11, 2014
  23. Fuzzy

    Fuzzy

    Joined:
    Feb 11, 2011
    Posts:
    262
    Ah, okay i see.
    Thanks for clearing that up.
    But those distorted reflections are not caused by a wrong setup on my side, are they?
     
  24. wbl1

    wbl1

    Joined:
    Apr 22, 2009
    Posts:
    156
    I put the same post on Unity Answers but though this may be a better place ...

    I've been playing around with the WebGL Preview in Unity5 and am able to successfully publish some simple stuff with "Build and Run". But in this case, Unity creates a web page and places the content for you.

    I would like to know how to access the WebGL content myself so that I can place it into a web page and enable bi-directional communication with it and so on. With the web player, this is all fairly painless using UnityObject2.js.

    Any advice? Thanks!
     
  25. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
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    We don't have a good set up for using template pages or for embedding unity webgl content into existing web pages yet (like with the web player). Currently, what I would do is to edit the generated web page - and then you can use an editor script to automatically apply your changes in build postprocessing.
     
  26. Lypheus

    Lypheus

    Joined:
    Apr 16, 2010
    Posts:
    664
    Sure, I'll give it a try soon as 5.0b13 is released - will we receive an email when its ready or should we hit a 5.x download page periodically? Thanks!
     
  27. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,358
    I can't build a simple scene in project without any old fat plugins.
    I have this in console and have no idea how to avoid it :

    Code (CSharp):
    1. --copy-level=None --enable-generic-sharing --enable-unity-event-support --enable-stacktrace "F:\Unity\MOROZOFF\MountainClans\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" "F:\Unity\MOROZOFF\MountainClans\Temp\StagingArea\Data\il2cppOutput"
    2. UnityEngine.Debug:LogError(Object)
    3. UnityEditorInternal.Runner:RunManagedProgram(String, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:54)
    4. UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection`1, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:385)
    5. UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:264)
    6. UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:204)
    7. UnityEditor.HostView:OnGUI()
    8.  
    Code (CSharp):
    1. E:\Program Files\Unity\Editor\Data\PlaybackEngines\webglsupport/BuildTools\il2cpp/il2cpp.exe --copy-level=None --enable-generic-sharing --enable-unity-event-support --enable-stacktrace "F:\Unity\MOROZOFF\MountainClans\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" "F:\Unity\MOROZOFF\MountainClans\Temp\StagingArea\Data\il2cppOutput"
    2. UnityEngine.Debug:Log(Object)
    3. UnityEditorInternal.Runner:RunManagedProgram(String, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:52)
    4. UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection`1, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:385)
    5. UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:264)
    6. UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:204)
    7. UnityEditor.HostView:OnGUI()
    8.  
    Code (CSharp):
    1. stdout:
    2. stderr:
    3.  
    4. Unhandled Exception:
    5. System.NullReferenceException: Object reference not set to an instance of an object
    6.  
    7.   at Unity.IL2CPP.Naming.ForFile (Mono.Cecil.TypeDefinition type) [0x00000] in <filename unknown>:0
    8.  
    9.   at Unity.IL2CPP.FileNaming.ShortNameGenerator.NonUniqueShortNameFor (Mono.Cecil.TypeDefinition type) [0x00000] in <filename unknown>:0
    10.  
    11.   at Unity.IL2CPP.FileNaming.ShortNameGenerator.NonUniqueShortNameFor (Mono.Cecil.TypeReference type) [0x00000] in <filename unknown>:0
    12.  
    13.   at Unity.IL2CPP.FileNaming.FileNameProvider.BaseFileName (Mono.Cecil.TypeReference type) [0x00000] in <filename unknown>:0
    14.  
    15.   at Unity.IL2CPP.FileNaming.FileNameProvider.ForMetadataDeclarations (Mono.Cecil.TypeReference type) [0x00000] in <filename unknown>:0
    16.  
    17.   at Unity.IL2CPP.CppCodeWriter.WriteIncludeForMetadataDeclarations (Mono.Cecil.TypeReference type) [0x00000] in <filename unknown>:0
    18.  
    19.   at Unity.IL2CPP.Metadata.Types.GenericParameterTypeInfoWriter.WriteConstraintsDefinition (Mono.Cecil.GenericParameter genericParameter) [0x00000] in <filename unknown>:0
    20.  
    21.   at Unity.IL2CPP.Metadata.Types.GenericParameterTypeInfoWriter.WriteIl2CppTypeDataValue () [0x00000] in <filename unknown>:0
    22.  
    23.   at Unity.IL2CPP.Metadata.Types.GenericParameterTypeInfoWriter.WriteDefinitionFor () [0x00000] in <filename unknown>:0
    24.  
    25.   at Unity.IL2CPP.Metadata.Types.GenericTypeDefinitionTypeInfoWriter.WriteDefinitionFor () [0x00000] in <filename unknown>:0
    26.  
    27.   at Unity.IL2CPP.Metadata.Types.TypeInfoWriter.WriteGenericTypeDefinitionDefinitionFor (Mono.Cecil.TypeReference type) [0x00000] in <filename unknown>:0
    28.  
    29.   at Unity.IL2CPP.SourceWriter.WriteSource (Unity.IL2CPP.CppCodeWriter writer, Mono.Cecil.TypeReference type, System.Collections.Generic.HashSet`1 emptyTypes) [0x00000] in <filename unknown>:0
    30.  
    31.   at Unity.IL2CPP.SourceWriter.WriteSourceFiles (System.String outputDirectory, System.String fileName, IEnumerable`1 typeList, System.Collections.Generic.HashSet`1 emptyTypes) [0x00000] in <filename unknown>:0
    32.  
    33.   at Unity.IL2CPP.SourceWriter.Write (Mono.Cecil.AssemblyDefinition assemblyDefinition, System.String outputDir, Mono.Cecil.TypeDefinition[] typeList) [0x00000] in <filename unknown>:0
    34.  
    35.   at Unity.IL2CPP.AssemblyConverter.Convert (Mono.Cecil.AssemblyDefinition assemblyDefinition) [0x00000] in <filename unknown>:0
    36.  
    37.   at Unity.IL2CPP.AssemblyConverter.Apply () [0x00000] in <filename unknown>:0
    38.  
    39.   at Unity.IL2CPP.AssemblyConverter.ConvertAssemblies (System.String[] assemblies, System.String outputDir, IInternalCallVerifier internalCallVerifier) [0x00000] in <filename unknown>:0
    40.  
    41.   at il2cpp.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0
    42. [ERROR] FATAL UNHANDLED EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object
    43.  
    44.   at Unity.IL2CPP.Naming.ForFile (Mono.Cecil.TypeDefinition type) [0x00000] in <filename unknown>:0
    45.  
    46.   at Unity.IL2CPP.FileNaming.ShortNameGenerator.NonUniqueShortNameFor (Mono.Cecil.TypeDefinition type) [0x00000] in <filename unknown>:0
    47.  
    48.   at Unity.IL2CPP.FileNaming.ShortNameGenerator.NonUniqueShortNameFor (Mono.Cecil.TypeReference type) [0x00000] in <filename unknown>:0
    49.  
    50.   at Unity.IL2CPP.FileNaming.FileNameProvider.BaseFileName (Mono.Cecil.TypeReference type) [0x00000] in <filename unknown>:0
    51.  
    52.   at Unity.IL2CPP.FileNaming.FileNameProvider.ForMetadataDeclarations (Mono.Cecil.TypeReference type) [0x00000] in <filename unknown>:0
    53.  
    54.   at Unity.IL2CPP.CppCodeWriter.WriteIncludeForMetadataDeclarations (Mono.Cecil.TypeReference type) [0x00000] in <filename unknown>:0
    55.  
    56.   at Unity.IL2CPP.Metadata.Types.GenericParameterTypeInfoWriter.WriteConstraintsDefinition (Mono.Cecil.GenericParameter genericParameter) [0x00000] in <filename unknown>:0
    57.  
    58.   at Unity.IL2CPP.Metadata.Types.GenericParameterTypeInfoWriter.WriteIl2CppTypeDataValue () [0x00000] in <filename unknown>:0
    59.  
    60.   at Unity.IL2CPP.Metadata.Types.GenericParameterTypeInfoWriter.WriteDefinitionFor () [0x00000] in <filename unknown>:0
    61.  
    62.   at Unity.IL2CPP.Metadata.Types.GenericTypeDefinitionTypeInfoWriter.WriteDefinitionFor () [0x00000] in <filename unknown>:0
    63.  
    64.   at Unity.IL2CPP.Metadata.Types.TypeInfoWriter.WriteGenericTypeDefinitionDefinitionFor (Mono.Cecil.TypeReference type) [0x00000] in <filename unknown>:0
    65.  
    66.   at Unity.IL2CPP.SourceWriter.WriteSource (Unity.IL2CPP.CppCodeWriter writer, Mono.Cecil.TypeReference type, System.Collections.Generic.HashSet`1 emptyTypes) [0x00000] in <filename unknown>:0
    67.  
    68.   at Unity.IL2CPP.SourceWriter.WriteSourceFiles (System.String outputDirectory, System.String fileName, IEnumerable`1 typeList, System.Collections.Generic.HashSet`1 emptyTypes) [0x00000] in <filename unknown>:0
    69.  
    70.   at Unity.IL2CPP.SourceWriter.Write (Mono.Cecil.AssemblyDefinition assemblyDefinition, System.String outputDir, Mono.Cecil.TypeDefinition[] typeList) [0x00000] in <filename unknown>:0
    71.  
    72.   at Unity.IL2CPP.AssemblyConverter.Convert (Mono.Cecil.AssemblyDefinition assemblyDefinition) [0x00000] in <filename unknown>:0
    73.  
    74.   at Unity.IL2CPP.AssemblyConverter.Apply () [0x00000] in <filename unknown>:0
    75.  
    76.   at Unity.IL2CPP.AssemblyConverter.ConvertAssemblies (System.String[] assemblies, System.String outputDir, IInternalCallVerifier internalCallVerifier) [0x00000] in <filename unknown>:0
    77.  
    78.   at il2cpp.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0
    79.  
    80. UnityEngine.Debug:Log(Object)
    81. UnityEditorInternal.Runner:RunManagedProgram(String, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:53)
    82. UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection`1, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:385)
    83. UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:264)
    84. UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:204)
    85. UnityEditor.HostView:OnGUI()
    86.  
     
    MitchyDeath likes this.
  28. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    3,962
    This looks like a crash in IL2CPP. Can you submit a bug with this project? If the project is something you can share, we would appreciate it. Thanks!
     
  29. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    3,962
    No, you won't be informed via email about a new beta version. Please check the download site. I'm not sure when 5.0b13 will be available, but I suspect that it will be available soon.
     
  30. wbl1

    wbl1

    Joined:
    Apr 22, 2009
    Posts:
    156
    Thanks Jonas ...

    Regarding "bi-directional communication" I saw in another post that "SendMessage" is already defined in one of the automatically generated JS files. So rather than using GetUnity() to get a handle (as with the player), I suspect I can just call SendMessage directly to communicate with Unity from the web page. I guess I'll find out soon enough.

    One other question ... I've been playing with some very simple builds, yet these builds still create a large JS files - something like 130MB (again super simple build). Surely, the end user will not download a 130MB file right? What sort of download size would you expect from a project that requires about 5MB when published via the web player?

    EDIT - I've just confirmed that my simple build does in fact require a huge 100+ MB download. Please, please someone tell me that this has to do with Optimization Level (or something like that) in the Build Settings. Bottom line - we build applications for schools and we absolutely have to have small downloads (i.e. 10 MB or less).
     
    Last edited: Nov 14, 2014
  31. orb

    orb

    Joined:
    Nov 24, 2010
    Posts:
    2,960
    I saw it's out now. Huge number of fixes, including WebGL. They mostly seem to be of the "now actually works" variety :)
     
  32. jsleek

    jsleek

    Joined:
    Oct 3, 2014
    Posts:
    43
    @JoshPeterson @jonas echterhoff
    I get this error when trying to use the Pause Menu set up in the Nightmares project in the WebGL build i made.

    NullReferenceException
    > PauseManager.Update()
    PauseManager.Pause ()
    PauseManager.LowPass()
    UnityEngine.Audio.AudioMixerSnapshot.TransitionTo (Single timeToReach)

    It happens when I try to access the pause menu. In the Unity editor the sound gets lower when the pause menu is active, and gets higher when it is disabled. I followed the Unity 5 Audio tutorials on your youtube channel. I think this is a bug. Is there any reason why the AudioMixer isn't supported in WebGL builds yet?

    Thankyou.
     
  33. devAl

    devAl

    Joined:
    Feb 27, 2013
    Posts:
    6
    @JoshPeterson, I have the same error as @Neodrop on Unity 5 beta 13. Sadly this is a pretty big project and so I can't package it up and send it over. Is there any information that I could gather to help you since the exception message is not very descriptive.

     
  34. Lypheus

    Lypheus

    Joined:
    Apr 16, 2010
    Posts:
    664
    So, I've tried R13 and it gets further for sure, game loads and menu + particle effects are all showing, but when you start the game the blocks and 3d text all fail. Latest build can be tried here : http://bitgremlin.com/webgl/
     
  35. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
    1,600
    If your web server is configured correctly, it will serve the files from the "Compressed" folder, and not from "Data", using gzip compression in the http protocol. We generate a .htaccess file in our build which will make sure this is the case when using Apache. For other servers, you need to check your server manuals on how to set this up.

    When correctly using compressed files, a minimal "Hello World" style Unity project should weigh around 3MB in total download size.
     
  36. Zaibach333

    Zaibach333

    Joined:
    Sep 4, 2011
    Posts:
    19
    I'm having a heck of a time getting my materials to run in webGL, when I look in the javascript console I see GL_EXT_draw_buffers is not supported from the shaders for my errors, what shaders should I use?
     
  37. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
    1,600
    Are you on b13? That should fix usage of GL_EXT_draw_buffers (however, some browsers might not support that extension yet).
     
  38. Zaibach333

    Zaibach333

    Joined:
    Sep 4, 2011
    Posts:
    19
    hmm, yes, I am on b13. using chrome. I'll try Firefox though
     
  39. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
    1,600
    If you cannot get it to work anywhere, submit a bug with a repro project, and we can take a look.
     
  40. wbl1

    wbl1

    Joined:
    Apr 22, 2009
    Posts:
    156
    This is a huge relief ;)

    That said, between the rather large DATA and JS files that Unity produces, a "game" that is about 8MB in the web player is roughly 16MB in WebGL. This is with Beta 9 (I am downloading Beta 13 now).

    Would you expect these files to get much smaller as you get closer to full release, or do you have any advice on how we could squeeze this down some more? Asset bundling might help some, but are there any settings that can be adjusted to bring these file sizes down to a minimum?
     
  41. 2rusbekov

    2rusbekov

    Joined:
    Jul 12, 2013
    Posts:
    38
    I got crashes and this error appers in browser console:

    Invoking error handler due to
    Uncaught RangeError: Invalid typed array length UnityConfig.js:74
    Uncaught RangeError: Invalid typed array length webgltest.js:908(anonymous function) webgltest.js:908

    What it's mean? All works fine in editor.
     
  42. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
    1,600
    You need to expect games to be somewhat bigger then the web player - as engine download is separate with the web player (and adds another 8 MB to download, but that is only downloaded every time you need a version).

    That said, with the right settings, your WebGL runtime footprint should probably smaller then those 8MB the web player uses. Are you using stripping? (Check WebGL section of Unity 5 manual!)
     
  43. jsleek

    jsleek

    Joined:
    Oct 3, 2014
    Posts:
    43
    @jonas echterhoff any update on this?
     
  44. wbl1

    wbl1

    Joined:
    Apr 22, 2009
    Posts:
    156
    OK, so when you output to WebGL, the index.html file shows the unity content in a "window" with a width and height in pixels according to what you have in Player Settings. We will want to make this width and height some custom setting. The width will most often be 100% and the height will be offset from the top by some specific pixel amount, but then take up the remainder of the window height. Here's an example that's currently using the web player. The section with the blue background is the unity content, where the white section with tabs at the top is just HTML.

    mousetrap-design.jpg
    Here's my question ... If I try to adjust the width and height of this "window" in the index.html file, when the content is actually loaded, it just reverts back to the original width and height that is set in Player Settings in the editor. So, what do I need to do to get a better handle on the actual content window?
     
  45. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
    1,600
    Try setting your canvas size after the Unity content has loaded (you can use Application.ExternalCall in Unity to call JavaScript code once you are loaded). Then it should stay, AFAIK.
     
    made-on-jupiter likes this.
  46. 2rusbekov

    2rusbekov

    Joined:
    Jul 12, 2013
    Posts:
    38
    System.Security.Cryptography.MD5.ComputeHash(byte[]) throws exeptions in build.
    What's problem?

    was necessary to use a md5 source
     
    Last edited: Nov 19, 2014
  47. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    3,962
    @2rusbekov Can you submit a bug with a project we can use to reproduce this problem? If so, please reply here with the bug number. Thanks.
     
  48. Zaibach333

    Zaibach333

    Joined:
    Sep 4, 2011
    Posts:
    19
    Firefox worked for the shader issues, but after some code changes the "Fastest (Very Slow Builds)" build fails with this error during the native compile to JS:
    Code (CSharp):
    1. Error building Player: Exception: Failed building WebGL Player: "C:\Program Files\Unity 5.0.0b13\Editor\Data\PlaybackEngines\webglsupport/BuildTools/Emscripten_Win/python/2.7.5.3_64bit/python.exe" "C:\Program Files\Unity 5.0.0b13\Editor\Data\PlaybackEngines\webglsupport/BuildTools/Emscripten/emcc" @"C:/...../Temp/emcc_arguments.resp"
     
  49. Zaibach333

    Zaibach333

    Joined:
    Sep 4, 2011
    Posts:
    19
    I should add, my application hasn't ever worked in IE (11), it fails on:
    Code (JavaScript):
    1. var code = codeXHR.responseText;
    *Not enough storage is available to complete this operation.
     
  50. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    3,962
    We will need a bit more information to determine the cause of this problem. Can you provide the full editor log or submit a defect with the example project? I'm surprised that this succeeds with one build setting but fails with others. I would like investigate this if possible. Thanks.