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WebGL: RangeError: invalid array length

Discussion in 'Web' started by sirrus, May 22, 2015.

  1. sirrus

    sirrus

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    We've been working on getting a successful WebGL build for quite a while now with no success.

    Having tried all the various configuration/build settings, I now have a build that at least no longer produces the "out of memory" error. Now I am receiving the very informative "invalid array length" error.

    This is using the latest Firefox (v38.0.1) so I dont believe it is similar to the known Chrome memory issue of "invalid typed array".

    Is there any way to get more information on what this error is referring to?

    Thanks!
     
  2. liortal

    liortal

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    Is there any further info in the JS console?
    Could you post a link to that build ?
     
  3. Denis Kniazhev

    Denis Kniazhev

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    I'm getting the same error. Running "Fastest (slowest build)" mode. Firefox console output:

    [16:11:00.222] syntax error @ file:///C:/Users/denisk/plastitools-webgl-out/Release/plastitools-webgl-out.js:1
    [16:11:02.601] optimizing out Math.fround calls
    --
    [16:11:16.865] increasing TOTAL_MEMORY to 2164260864 to be more reasonable
    [16:11:16.865] Invoking error handler due to
    RangeError: invalid array length
    --
    [16:11:25.326] RangeError: invalid array length @ blob:21e5ba18-d1bd-4a67-b490-05879399da55:1

    Also, during the build the following errors show up:

    IOException: Sharing violation on path C:\Program Files\Unity\Editor\Data\PlaybackEngines\webglsupport\BuildTools\WebGLTemplates\Minimal\index.html" or "C:\Users\denisk\plastitools-webgl-out\index.html
    System.IO.File.Copy (System.String sourceFileName, System.String destFileName, Boolean overwrite) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.IO/File.cs:124)
    UnityEditor.FileUtil.UnityFileCopy (System.String from, System.String to, Boolean overwrite) (at C:/buildslave/unity/build/Editor/Mono/FileUtil.cs:207)
    UnityEditor.FileUtil.CopyDirectoryFiltered (System.String source, System.String target, Boolean overwrite, System.Func`2 includeCallback, Boolean recursive) (at C:/buildslave/unity/build/Editor/Mono/FileUtil.cs:142)
    UnityEditor.FileUtil.CopyDirectoryFiltered (System.String source, System.String target, Boolean overwrite, System.String regExExcludeFilter, Boolean recursive) (at C:/buildslave/unity/build/Editor/Mono/FileUtil.cs:121)
    UnityEditor.FileUtil.CopyDirectoryRecursiveFiltered (System.String source, System.String target, Boolean overwrite, System.String regExExcludeFilter) (at C:/buildslave/unity/build/Editor/Mono/FileUtil.cs:102)
    UnityEditor.FileUtil.CopyDirectoryRecursiveForPostprocess (System.String source, System.String target, Boolean overwrite) (at C:/buildslave/unity/build/Editor/Mono/FileUtil.cs:97)
    UnityEditor.WebGL.WebGlBuildPostprocessor.CopyFinalFilesToInstallPath (BuildPostProcessArgs args)
    UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (BuildPostProcessArgs args)
    UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:316)
    UnityEditor.HostView:OnGUI()

    Error building Player: IOException: Sharing violation on path C:\Program Files\Unity\Editor\Data\PlaybackEngines\webglsupport\BuildTools\WebGLTemplates\Minimal\index.html" or "C:\Users\denisk\plastitools-webgl-out\index.html
     
    Last edited: May 24, 2015
  4. sirrus

    sirrus

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    @liortal,

    Not much else in the console; that's the strange part. I did get these 3 warnings immediately prior to the RangeError:

    ...but those didnt look out of the ordinary.

    Unfortunately, this is not a public-facing project at the moment as Im doing all testing locally.

    I am not getting the IOExceptions that Denis reported.
     
  5. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

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    This is probably because you are setting an invalid value for WebGL memory size. Values large then 2047 or smaller then 0 result in negative 32-bit signed integer sizes of bytes, and cause an "invalid array length" error.

    Unity 5.1 will make sure you can only supply valid values in this field.
     
    prestonmatterport likes this.
  6. sirrus

    sirrus

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    Jonas,

    That would be the issue! I was setting the memory size to 2048 in hopes of avoiding the 'out of memory' issue in Firefox.

    Thanks very much for clarifying.

    Unfortunately, now Im back to the drawing board on trying to determine what is eating up so much memory space in this build. Large functions? A couple MB of textures? More trial and error of stripping stuff away, I guess....:(
     
  7. airsickness

    airsickness

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    Yep, just FYI i was getting issues with the Range Error. Memory was set to 1024, changed to 512 and its all good.
     
  8. SantaKlaus

    SantaKlaus

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    Mar 3, 2013
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    I m getting this (apparently same) error with Unity 5.3.

    Specifics:
    memory size in Player Settings: 1024
    memory size in var Module.TOTAL_MEMORY: 1073741824
    problem shows up on Chrome, Opera, but NOT Firefox (all on Windows 7, 64bit)
    fastest build with stripping activated

    js-console wont reveal much detail:
    optimizing out Math.fround calls
    Invoking error handler due to Uncaught RangeError: Invalid typed array length
    Uncaught RangeError: Invalid typed array length
    BR,
     
  9. Marco-Trivellato

    Marco-Trivellato

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    Why do you need 1GB of memory for your content ?

    I assume Chrome and Opera are running out of memory because they are 32bit, while Firefox is 64 bit. Is that right ?
     
  10. RazaTech

    RazaTech

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    having problem in unity webGl build ,

    when i build with less then 2047 mb . it show error Alert memory is less
    and when i use 2047 mb momery , it simply show this Alert
    "An error occured running the Unity content on this page. See your browser's JavaScript console for more info. The error was:
    RangeError: invalid array length"
     
  11. lmbarns

    lmbarns

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    Because anti aliasing looks like S*** even with 1000mb memory....at 512mb it's laughable....

    I'm getting this same error RangeError: Invalid Typed Array Length with a setting of 1024mb....but 1000 works, trying to figure out what the highest I can set without crashing is, and it's nowhere near 2047mb.....

    I'm using Unity 5.3, the project has 17mb of textures and 30mb of meshes uncompressed in the build log, actual size is 40mb total for the build, client is complaining of anti aliasing at current settings so looking for options...
     
  12. Marco-Trivellato

    Marco-Trivellato

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    Have you looked at it with the memory profiler as well ?
     
    Last edited: Jan 22, 2016
  13. Marco-Trivellato

    Marco-Trivellato

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    Strange, that usually means the browser does not have enough memory to allocate the Unity Heap and to fix it you should reduce it.

    Have you profiled it ?
     
  14. Marco-Trivellato

    Marco-Trivellato

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    are you using your own post-processing AA ?
     
    TopiaTeam likes this.
  15. RazaTech

    RazaTech

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    it alert at start , so i can not profile it ,

    its production time for this app , is there any thing that could help he...?
     
  16. Marco-Trivellato

    Marco-Trivellato

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    Have you tried with a 64-bit browser ?

    can you look at the size of your uncompressed .data and .js files ? (take the build.datagz/jsgz, rename them to .gz and upzip them)
     
  17. lmbarns

    lmbarns

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    No, the 8x AA in the quality settings....

    I've noticed:
    If I limit the webGL memory to 512mb, I get 0 AA effect in builds while it looks great in the editor.

    If I raise the memory allowance to 1000mb, builds show about 50% of the AA that the editor shows, I haven't been able to get a build to not crash at 1023mb or higher. From what I've read custom AA doesn't work in webgl...do you know of one that does?

    Are you saying to use the profiler in Unity, or is there one in the browser? (attached image from unity's profiler)

    edit:: I'm looking through the profile for the browser console (F12) and am not quite sure what I'm supposed to be looking for.....? (attached image of browser profiler as well)
     

    Attached Files:

    Last edited: Jan 22, 2016
  18. RazaTech

    RazaTech

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    i m using 64 bit browser ,
    after some experiments i came to konw , one of my texture max size was grater then 4096 , when i correct it , starts working well,


    but after it i start facing an other problem , unity project does not loads in browse ,, it just stuck ...
     
  19. Marco-Trivellato

    Marco-Trivellato

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    OK, then you are using the builtin webgl anti-aliasing. So, it works if it's supported by both browser and graphics card.
    The type of AA you select (2, 4 or 8) is not actually taken into account since it depends on the browser (that's just the way webgl works).
    to know whether AA is actually enabled at runtime, try to type this in the browser console:
    Code (csharp):
    1. canvas = document.getElementById("canvas");
    2. gl = canvas.getContext('webgl');
    3. gl.getContextAttributes().antialias;
    I mean to profile your webgl build using the Unity profiler, using the Autoconnect Profiler flag.
     
    TopiaTeam likes this.
  20. GLeBaTi

    GLeBaTi

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    Hi can you help me? I have error after running WebGL application in my browsers:
     

    Attached Files:

  21. GLeBaTi

    GLeBaTi

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    Meltdown likes this.
  22. Marco-Trivellato

    Marco-Trivellato

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    your compressed data file (datagz) is 463mb? that's quite large...and probably the reason of the error.
     
    Meltdown likes this.
  23. GLeBaTi

    GLeBaTi

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    Thank for reply. What is the max size of data file?
     
  24. Marco-Trivellato

    Marco-Trivellato

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    there is no max size, however, it's important to have a small data file for two reasons:
    - reduce pressure on memory consumption (your build data is stored in memory because there is no real file system on this platform), otherwise depending on browser, your content might run out of memory
    - reduce download time. As it is, your content requires the user to download 463mb when opening the page, which I don't think it would be a good user experience.

    I suggest you use asset bundles.
     
    Meltdown likes this.
  25. GLeBaTi

    GLeBaTi

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    Jan 12, 2013
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    54
    Thank you. Found problem desciption:
    uncaught exception: abort(-1) at jsStackTrace@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:1057:12
    stackTrace@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:1071:21
    abort@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3053834:43
    _pthread_create@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:9360:2
    __ZN6il2cpp2os10ThreadImpl3RunEPFvPvES2_ [il2cpp::eek:s::ThreadImpl::Run(void (*)(void*), void*)]@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:2649352:47
    __ZN6il2cpp2os6Thread3RunEPFvPvES2_ [il2cpp::eek:s::Thread::Run(void (*)(void*), void*)]@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:2870687:9
    dynCall_iiii@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:2959719:9
    invoke_iiii@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:17416:10
    __ZN6il2cpp6icalls8mscorlib6System9Threading6Thread15Thread_internalEP12Il2CppThreadP14Il2CppDelegate [il2cpp::icalls::mscorlib::System::Threading::Thread::Thread_internal(Il2CppThread*, Il2CppDelegate*)]@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:1223316:14
    _Thread_Start_m1419497481@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:1788468:7
    _PhotonClient_StartDispatch_m4099999371@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:2367733:2
    _PhotonClient__ctor_m2154314211@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:2656702:2
    _PhotonClient__cctor_m3944606784@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:2822800:2
    __Z31RuntimeInvoker_Void_t2799814243PK10MethodInfoPvPS2_ [RuntimeInvoker_Void_t2799814243(MethodInfo const*, void*, void**)]@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:2942026:2
    dynCall_iiii@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:2959719:9
    invoke_iiii@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:17416:10
    __ZN6il2cpp2vm7Runtime9ClassInitEP8TypeInfo [il2cpp::vm::Runtime::ClassInit(TypeInfo*)]@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:1152129:4
    _NetWorker_ConnectToServer_m931114268@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:2756477:68
    _Game_ConnectToServer_m115951967@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:2767045:9
    _LoginSceneLogic2_Start_m3811826978@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:1128913:8
    __Z31RuntimeInvoker_Void_t2799814243PK10MethodInfoPvPS2_ [RuntimeInvoker_Void_t2799814243(MethodInfo const*, void*, void**)]@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:2942026:2
    dynCall_iiii@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:2959719:9
    invoke_iiii@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:17416:10
    __ZN6il2cpp2vm7Runtime6InvokeEPK10MethodInfoPvPS5_PP12Il2CppObject [il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppObject**)]@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:2439564:8
    _il2cpp_runtime_invoke@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:2932682:9
    __Z20il2cpp_invoke_method21ScriptingMethodIl2CppP15ScriptingObjectP18ScriptingArgumentsPP18ScriptingExceptionb [il2cpp_invoke_method(ScriptingMethodIl2Cpp, ScriptingObject*, ScriptingArguments*, ScriptingException**, bool)]@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:2662171:8
    __ZN19ScriptingInvocation6InvokeEPP18ScriptingExceptionb [ScriptingInvocation::Invoke(ScriptingException**, bool)]@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:1756916:7
    __ZN13MonoBehaviour30InvokeMethodOrCoroutineCheckedE21ScriptingMethodIl2CppP15ScriptingObjectPP18ScriptingException [MonoBehaviour::InvokeMethodOrCoroutineChecked(ScriptingMethodIl2Cpp, ScriptingObject*, ScriptingException**)]@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:643302:9
    __ZN13MonoBehaviour30InvokeMethodOrCoroutineCheckedE21ScriptingMethodIl2CppP15ScriptingObject [MonoBehaviour::InvokeMethodOrCoroutineChecked(ScriptingMethodIl2Cpp, ScriptingObject*)]@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:1611939:7
    __ZN13MonoBehaviour16DelayedStartCallEP6ObjectPv [MonoBehaviour::DelayedStartCall(Object*, void*)]@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:2059162:2
    __ZN18DelayedCallManager6UpdateEi [DelayedCallManager::Update(int)]@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:920561:9
    __Z10PlayerLoopbbP10IHookEvent [PlayerLoop(bool, bool, IHookEvent*)]@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:297785:3
    __ZL8MainLoopv [MainLoop()]@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:2052611:3
    dynCall_v@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3046421:2
    Runtime.dynCall@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:277:11
    Browser_mainLoop_runner/<@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:9487:5
    Browser.mainLoop.runIter@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:10826:5
    Browser_mainLoop_runner@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:9483:3
    FrameRequestCallback*requestAnimationFrame@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:11107:4
    Browser_mainLoop_scheduler@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:9440:4
    _emscripten_set_main_loop@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:9496:3
    _main@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:1031675:2
    asm._main@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3051811:9
    setTimeout handler*run@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3053783:3
    runCaller@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3053718:28
    removeRunDependency@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:1418:4
    unityFileSystemInit</<@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:11:4
    done@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3989:5
    IDBFS.reconcile@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3238:11
    IDBFS.syncfs/</<@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3031:5
    @blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3116:13
    EventHandlerNonNull*IDBFS.getRemoteSet/<@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3113:4
    EventHandlerNonNull*IDBFS.getDB@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3061:3
    IDBFS.getRemoteSet@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3104:3
    IDBFS.syncfs/<@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3027:4
    IDBFS.getLocalSet@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3097:10
    IDBFS.syncfs@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3025:3
    FS.syncfs/<@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3996:4
    FS.syncfs@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3992:3
    unityFileSystemInit<@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:10:3
    @blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:14:2
    callRuntimeCallbacks@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:1183:4
    preRun@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:1212:2
    run@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3053765:2
    runCaller@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3053718:28
    removeRunDependency@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:1418:4
    applyMemoryInitializer@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3053681:4
    @blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3053687:6
    setTimeout handler*@blob:null/fed9eb30-e831-4e5e-83fb-ebc1af3ad7fb:3053686:5

    Maybe WebGL not support System.Threading.Thread? If it is true, when unity add multi-threading support?
     
  26. Marco-Trivellato

    Marco-Trivellato

    Unity Technologies

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    Yes, as per documentation, anything in the System.Threading namespace is not supported.

    At the moment we don't have an ETA for threads support, but for sure they are not going to be supported in the near future.
     
  27. GLeBaTi

    GLeBaTi

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    thank for reply :)
     
  28. Meltdown

    Meltdown

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    Marco mine is 268mb, and I still get this error. Is 268mb also too big? If so, what is a reasonable size to aim for?

    Am I also correct in saying the max memory I can assign to the WebGL project is 2047?
     
  29. N-Dream-AG

    N-Dream-AG

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    My players are getting the RangeError: Invalid array buffer length error in about 3% of cases. I use 400mb of memory, my datagz file is just 60mb big.
    Any other ideas what could cause the RangeError?
     
  30. Aurigan

    Aurigan

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    I have memory set to 320 mb, datagz file is 26mb and getting reports of this from a bunch of players using FF 64bit / Win 10 & 7. I've been unable to reproduce this ... any other suggestions for what we're supposed to do as game devs here?

    This is using 5.5.0p3, this is the game URL : https://scarybee.itch.io/slurpy-derpy

    edit - also happening on chrome.
     
    Last edited: Jan 25, 2017
  31. Marco-Trivellato

    Marco-Trivellato

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    Does it happen on initial load?
     
  32. kognito1

    kognito1

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    I don't know if this is the problem, but your server is not setup correctly. It's doing the gzip decompression through javascript on the client. In the past we've noticed this increases memory usage a bit on load, but it's difficult to say if this is related to your crashes. Regardless you should still fix your server settings to reduce the initial load time of your application.
     
  33. Aurigan

    Aurigan

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    The server in question is owned / run by a 3rd party (itch.io) ... interesting to know that increases memory usage though!

    edit - have emailed itch.io to ask that they look into fixing the server setup.
     
    Last edited: Jan 26, 2017
  34. Aurigan

    Aurigan

    Joined:
    Jun 30, 2013
    Posts:
    291
    It appears it can happen during play and if it does then restarting the game will display the error a couple of seconds into gameplay.