Hi,
I'm using a text field in my project. I am unable to open the keyboard on a mobile browser. So unable to pass on the text. i am using unity WebGL build in a mobile browser.
Kindly let me know if anyone has the same problem resolved...
WEBGL input field on Android and iOS
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↧
Are there browser/system security measures that can block Unity WebGL projects?
**The PROBLEM**
I am currently building a simple website containing Unity WebGL projects for a client. The games are working on all browsers for me, my teammates, and my producer, but one of the games does NOT work for our client (on any browser, Mac, or Windows).
All the games are embedded in a div in the exact same manner. There are no discernible differences between the build settings or output for each of the games. Unfortunately, I only have access to the Unity project for the game that is not loading for the client.
----------
**THE CLUES**
While on a call with the client where he shared his problems, he specified the game in question did not load at all in Chrome (not even a rectangle appeared) and crashed in Safari (rectangle appeared first). The other games on the website loaded for him normally. Over the course of the conversation, he mentioned that he could not share his screen due to security limitations/software on his device from work. All of the games are built with 2019.4.15f1.
The only odd thing happening on my end is that the Unity logo is not appearing while the game loads as it typically does for games w/the free license.
----------
**THE QUESTION**
Are there any settings or known problems within Unity for WebGL that can cause this type of issue? Due to the fact the other games work fine for him, I suspect there is some setting in my build that is causing it to trigger his security. Thank you for any and all suggestions!
Edit: We are hoping to avoid asking our client to print and share their console, just to maintain professionalism.
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WebGL: RuntimeError: memory access out of bounds.
Hello to everybody,
so im facing this error "Runtime Error: memory access out of bounds." when i run my webGL build on some mobile browsers.
----------
- These are my tests:
- Fail: Chrome for android, version
87.0.4280.101 (latest stable until now);
- Success: Firefox for android, version
84.1.1 (latest stable until now);
- Fail: Safari for iOS (latest stable
version);
- Fail: Chrome for iOS (latest stable
version);
- Fail: Firefox for iOS (latest stable
version);
- On desktop, works correctly on any
browser.
----------
How do i generate this error:
-----------------------------
Just by running a WWW or UnityWebRequest to download a file data like this:
byte[] data = null;
WWW www = new WWW(url);
yield return www;
if (www.error != null)
throw new Exception(www.error);
else
data = www.bytes;
print(www.text.Length);//Printing the text lenght give the error
print(data.Length);//Printing the bytes lenght doesnt give the error
Note: it happens only with files that are like 10/20MB or heavier, i've tried with a file that is less than 1MB and it works correctly on all the mobile browsers.
I already read that a solution should be by increasing the memory allocation / memory heap, but i didnt understand how.
i already tried this and many other ways:
----------------------------------------
var maxHeapSize = 256 * 1024 * 1024;
UnityEditor.PlayerSettings.WebGL.emscriptenArgs = string.Format("-s WASM_MEM_MAX={0} -s ALLOW_MEMORY_GROWTH=1", maxHeapSize);
and this too:
---------
UnityEditor.PlayerSettings.WebGL.memorySize = 1024;
But nothing changes, the error is still showing.
And yes, i tried even with UnityWebRequest but still same error.
----------
Ps: Actually i dont need to print the text lenght, but since i need to access to that string, the error will be given anyway even just for a simple access to the string.
----------
- My Unity3D version is: 2020.1.10f1
- Player settings > Other Settings:
![alt text][1]
- Player settings > Publishing Settings:
![alt text][2]
----------
Thanks to everyone who can help me.
[1]: /storage/temp/172928-172902-other.png
[2]: /storage/temp/172929-172901-cattura.png
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WebGl on google sites?
I don't want anything fancy, just a place to conveniently host my games with the rest of my portfolio. Does anyone know if you can host Unity WebGl games on Google Sites?
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WebGL build shows black screen
When I launch game in editor or windows build everything is fine. But when I launch game on itch.io it shows just a black screen after game is loaded. Game is running because I can hear sound and music but there is no image.![alt text][1]
[1]: /storage/temp/176807-изображение-2021-03-01-185208.png
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Youtube videos in Unity WebGL 2020.3
Hello guys! I'm working on a prototype in UnityWebGL, need to play some videos from youtube, vimeo or other ondemand videos online platforms embedded inside my project. I've like a cinema screen and want to play those videos there. Is it possible? Working on 2020.3(LTS). Thanks!
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how can i recieve response from unity web view in unity c# Code
I want to integrate the Paytm payment gateway with my unity app with a unity web view.
I have uploaded all the files from Paytm with PHP:-
https://github.com/Paytm-Payments/Paytm_Web_Sample_Kit_PHP
I have TxnTest.php, pgRedirect.php, pgResponse.php, TxnStatus.php
now I want to open web view with pay button clicking in my unity app and it opens with TxnTest.php on browser and user can do payment there.
now I want to get a response to that payment whether it's successful or not and how much the transaction amount is.
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Game in browser- but without WebGL
Hi guys,
we are having quite an issue as we purchased a game engine for unity that offers very simple drag and drop manipulation for making a computer game simply from video-dialogues. The game is now all ready and playable, but we recently discovered that the engine does not support WebGL build and is having some issue with the video player used.
Is there some other way to have the unity game running in web browser? As in maybe creating a build for other app and then integrating in onto a website? Thanks!
↧
prompt showing up webgl input
When just building and running a game of unity with webgl I get a weird prompt showing up. When i clock accept or cancel it shows up another time. Is not related to web because it also happends when just build and run mode with unity (local server created y unity)
The only way to quit the prompt is to click accept and then cancel and the game works fine but obviusly i dont want that prompt
![alt text][1]
[1]: /storage/temp/180795-error.png
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Using Video Player with URL in WebGL
Has anyone had success with loading in multiple videos via url into the video player component and then building to WebGL? I'm building an experience where multiple videos need to load within one scene and can be viewed by the player in any order. In my experience, this basically works in the editor but the load times seem impractically long in the built WebGL app, and there does not seem to be a way to ensure that all the videos will load when the player needs to view them.
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WebGL player error: "Uncaught SyntaxError: private fields aren't valid in this context" - results in blank screen
I recently set up my own domain to host my Unity browser game. I have the HTML element with the game in an iframe, but once I got it to connect to the file path I get a blank white screen. When I open the developer console it's throwing 1 red error: "Uncaught SyntaxError: private fields aren't valid in this context" for the following line: #if MEMORY_FILENAME. It seems to have a problem with the #if statement. I deleted those 3 lines, and it threw the same error on the #if SYMBOLS_FILENAME line. I can't find anything about this anywhere online. Does anyone have a solution I can try? I'm very inexperienced with this stuff so I have no clue where to go from here. Thank you.
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Can anyone help me understand this error message please
An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
RuntimeError: Out of bounds memory access (evaluating 'dynCall_v.call(null,func)')
.wasm-function[652]@[wasm code]
.wasm-function[9014]@[wasm code]
.wasm-function[31524]@[wasm code]
.wasm-function[31534]@[wasm code]
.wasm-function[16775]@[wasm code]
.wasm-function[27248]@[wasm code]
wasm-stub@[native code]
browserIterationFunc@http://localhost:57990/Build/webGLBuild.framework.js:3:189394
callUserCallback@http://localhost:57990/Build/webGLBuild.framework.js:3:142719
runIter@http://localhost:57990/Build/webGLBuild.framework.js:3:143991
Browser_mainLoop_runner@http://localhost:57990/Build/webGLBuild.framework.js:3:142257
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problem uploading my game to a web page
Hello everyone, I have a doubt I created a game and I uploaded it to a web page but on the web page the ENTER key does not work for me so that the game starts and the initial screen fades, I clarify that in unity when I try it everything works for me ok and i have no problem
This is the code where I have the options of the keys
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour
{
public GameObject menuPrincipal;
public GameObject menuGameOver;
public float velocidad = 2;
public GameObject col;
public GameObject piedra1;
public GameObject piedra2;
public Renderer fondo;
public bool gameOver = false;
public bool start = false;
public List cols;
public List obstaculos;
// Start is called before the first frame update
void Start()
{
// Crear Mapa
for (int i = 0; i
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↧
WebGL build fails with "PlayerLoop internal function has been called recursively"
Hello, I am receiving this error message when building my game to webGL and opening the file in Google Chrome. My build settings have compression format gzip and enable exceptions "none." The error message says to contact Unity customer support. This seems to be a common webGL build problem and I am wondering how others have solved it. Thank you!
![alt text][1]
"06750000-d7cf-40cd-bd43-47a6ebfe14fd:1119 An abnormal situation has occurred: the PlayerLoop internal function has been called recursively. Please contact Customer Support with a sample project so that we can reproduce the problem and troubleshoot it."
----------
5a98ae4d-eb17-4c07-b225-56d8575c034e:1119 Uncaught RuntimeError: unreachable
at 05ae42ba:0x595df
at 05ae42ba:0x4d7f2d
at 05ae42ba:0x4ff16
at 05ae42ba:0xbf3e37
at 05ae42ba:0x1effde
at 05ae42ba:0x11b9d39
at 05ae42ba:0x10f5f85
at 05ae42ba:0x2f0973
at 05ae42ba:0xba3925
at invoke_iiii (5a98ae4d-eb17-4c07-b225-56d8575c034e:1119:362525)
at 05ae42ba:0x8296b
at 05ae42ba:0x987879
at 05ae42ba:0x25a2f9
at 05ae42ba:0x56d83
at 05ae42ba:0x4cd887
at 05ae42ba:0x10b8aad
at 05ae42ba:0x66c736
at 05ae42ba:0xc11b45
at 05ae42ba:0x97cb07
at 05ae42ba:0x97cb78
at 05ae42ba:0x5c64bd
at 05ae42ba:0xba38ef
at browserIterationFunc (5a98ae4d-eb17-4c07-b225-56d8575c034e:1119:206941)
at callUserCallback (5a98ae4d-eb17-4c07-b225-56d8575c034e:1119:160139)
at Object.runIter (5a98ae4d-eb17-4c07-b225-56d8575c034e:1119:161399)
at Browser_mainLoop_runner (5a98ae4d-eb17-4c07-b225-56d8575c034e:1119:159674)
$func784 @ 05ae42ba:0x595df
$func12182 @ 05ae42ba:0x4d7f2d
$func569 @ 05ae42ba:0x4ff16
$func34550 @ 05ae42ba:0xbf3e37
$func6382 @ 05ae42ba:0x1effde
$func52567 @ 05ae42ba:0x11b9d39
$func47693 @ 05ae42ba:0x10f5f85
$func8740 @ 05ae42ba:0x2f0973
$qi @ 05ae42ba:0xba3925
invoke_iiii @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
$func1529 @ 05ae42ba:0x8296b
$func21028 @ 05ae42ba:0x987879
$func7744 @ 05ae42ba:0x25a2f9
$func722 @ 05ae42ba:0x56d83
$func12074 @ 05ae42ba:0x4cd887
$func45947 @ 05ae42ba:0x10b8aad
$func17160 @ 05ae42ba:0x66c736
$func35140 @ 05ae42ba:0xc11b45
$func20907 @ 05ae42ba:0x97cb07
$func20907 @ 05ae42ba:0x97cb78
$func16139 @ 05ae42ba:0x5c64bd
$vi @ 05ae42ba:0xba38ef
browserIterationFunc @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
callUserCallback @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
runIter @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
requestAnimationFrame (async)
BrowserObject.requestAnimationFrame @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:598
Browser_mainLoop_scheduler_rAF @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Browser_mainLoop_runner @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
135a98ae4d-eb17-4c07-b225-56d8575c034e:1119 An abnormal situation has occurred: the PlayerLoop internal function has been called recursively. Please contact Customer Support with a sample project so that we can reproduce the problem and troubleshoot it.
_JS_Log_Dump @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
$func5826 @ 05ae42ba:0x1c825a
$func32671 @ 05ae42ba:0xbca1e6
$func16202 @ 05ae42ba:0x5cd7ef
$func503 @ 05ae42ba:0x4d6fb
$func16139 @ 05ae42ba:0x5c54e4
$func32528 @ 05ae42ba:0xbc0ef0
$si @ 05ae42ba:0xba3917
(anonymous) @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
(anonymous) @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
setInterval (async)
_emscripten_set_interval @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
$Xh @ 05ae42ba:0xbc0cdc
Module._main @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
callMain @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
doRun @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
run @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
runCaller @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
removeRunDependency @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
(anonymous) @ webGL-Demo.loader.js:1
Promise.then (async)
(anonymous) @ webGL-Demo.loader.js:1
callRuntimeCallbacks @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
preRun @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
run @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
runCaller @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
removeRunDependency @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
receiveInstance @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
receiveInstantiationResult @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
Promise.then (async)
instantiateArrayBuffer @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
instantiateAsync @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
createWasm @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
unityFramework @ 5a98ae4d-eb17-4c07-b225-56d8575c034e:1119
(anonymous) @ webGL-Demo.loader.js:1
Promise.then (async)
c @ webGL-Demo.loader.js:1
(anonymous) @ webGL-Demo.loader.js:2
createUnityInstance @ webGL-Demo.loader.js:2
script.onload @ (index):58
load (async)
(anonymous) @ (index):57
[1]: /storage/temp/194062-screen-shot-2022-03-17-at-20227-pm-min.png
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Animation for character movement not being stopped on Task.WhenAll()
Currently have a await for my character movement (2 characters run into position once they reach their destination) the issue is the run (movement) animation doesn't stop even when I break out of one of the loops. It is waiting for both to finish the while loop, any ideas?:
async Task MoveCharacter(Character character, int n)
{
character.SetMoveAnimation(true);
while (Vector3.Distance(character.transform.position, character.PositionData[n].transform.position) > .01f)
{
character.transform.position = Vector3.MoveTowards(character.transform.position, character.PositionData[n].transform.position, Time.deltaTime * 3f);
await Task.Yield();
}
//Shouldn't this be called on the character to stop it's animation when it reaches the destination?
character.SetMoveAnimation(false);
}
List TaskList = new List();
TaskList.Add(Move(characterA, n));
TaskList.Add(Move(characterB, n));
await Task.WhenAll(TaskList.ToArray());
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new Plastic SCM workspace giving warnings after checking in changes when a prefab is edited?
(my game is called "Multiplayer!") hello! I recently converted all of my projects to the Plastic SCM workspace, upgrading them from collaborate. this went fine of course, and they were upgraded successfully. however, I checked in some changes I had made to my games scripts, after this, I went to edit the collider on a prefab, so I went into the prefab view and began changing the size of the prebabs collider. however, after every change I made, unity would give me this warning:
Cannot checkout files in Version Control: An existing checkout operation has locked the workspace 'Multiplayer!'. Please wait for the checkout operation to finish.
does anyone know what is causing this?
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webgl dont render mesh on build but on the editor it does. URP
hi, i'm making a game to play with my friends
on the editor it render meshes
![alt text][1]
on the build it doesn't why?
![alt text][2]
i'm using urp is that the problem?
u can try it here
https://322ita.github.io/MonkeyArenaWeb/
[1]: /storage/temp/196704-1u.png
[2]: /storage/temp/196703-2u.png
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My PC is not able to run Unity3D?
I have an i5 11600kf processor with GT710 2gb graphics n 16gb ram. Still Unity crashes at start. Anyone please help.
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How can I split WebGL builds into smaller file sizes in order to upload to websites?
I am limited to the size of web applications I can build by the "Build\application.data" file. I.e if its over a certain size I cannot upload it certain hosts, github, etc. Ideally I would like to split the application into multiple data files under a certain size, while the application is still executable.
How would this be possible? Is this something I can do from Unity build configuration? Can I do it after the build is done? Can I split the file into chunks by archiving it with zero compression, and somehow still execute it from the browser? There is a file called Build.Loader.js, is it something that can be edited for this purpose?
This is for the purposes of using the application after it has been uploaded, not sharing it, I do not want to compress it into separate archives, or use gitlfs, I've tested this and the application does not work from the browser with github and gitlfs.
(I get an error parsing file when uploading images, link to image below)
https://i.stack.imgur.com/RkrZ1.png
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unity webgl wasm error 04f6aa
trying to push my game onto my page, game loads up, but ass soon as it gets passed the unity logo I get a black screen and: (compression is disabled) I get this on both on my machine, (Localhost) and on my server. (the game runs fine with 0 errors in the unity editor.)
![alt text][1]
[1]: /storage/temp/198326-capture.png
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Unity WebGl What does Unity do between .wasm and .data ?
![alt text][1]Hi everybody,
I use Unity to buidl a WebGl app, This one is mainly composed of a .wasm file and a .data file.
Once the first one is downloaded, it should directly download the second one (synchronous) but there is a timeout between the two, why?
I have reduced the weight of my application to save loading time but this problem is a bottleneck here
Thx in advance
[1]: /storage/temp/198587-image-2022-08-11-001552825.png
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How to replicate CursorLockMode.Confined in browser WebGL?
Hi. I want to replicate the behaviour of setting the cursor lock state to Confined (mouse is visible, but can't leave the play window/screen) but in WebGL.
Cursor.lockState = CursorLockMode.Confined;
The docs say that this functionality only works in Windows and Linux. Does anyone have any ideas on how this could be replicated for a web browser using WebGL?
https://docs.unity3d.com/ScriptReference/CursorLockMode.Confined.html
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WebGL Data
how do I split the data file when I release the game on WebGl
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How do I control multiple cell phones at the same time?
I have a program that plays a 360° video, but I need this video to play at the same time on several cell phones with an admin having control over them all (play, pause and restart)
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Failed to download file Build - WEB GL won't load in web browser
Hello there, I was wondering if somebody would be able to help me.
So I am trying to publish my game - Web GL to a web browser and I have run into some difficulties. I have found a few posts and answers online but none quite cut are exact to what I am trying to achieve. I have made a rough and ready - show and tell micro graphic adventure game. When I 'build and run' it works.
But when I publish the game outside of unity - I get this error:
***> "Failed to download file> Build/Test-GL2.data.gz. Loading web> pages via a file:// URL without a web> server is not supported by this> browser. Please use a local> development web server to host Unity> content, or use the Unity Build and> Run option."*** Now, I don't want to run this on my computer as local server - no way. ( if that is the only issue ) But I have a domain hosting platform I can use.
Also, how to i make this Web GL / HTML5 so I can potentially add it to a platform such as ITCH.IO. Anybody with past knowledge feel free to chuck your 2 pence in. p.s if it is helpful I have published some micro games around 5 years ago and used on my website... but how do I package this more effectively? Thank you for your help! ![alt text][1] ![alt text][2] [1]: /storage/temp/202758-screenshot-2022-12-09-at-101228.png [2]: /storage/temp/202759-screenshot-2022-12-09-at-101336.png
But when I publish the game outside of unity - I get this error:
***> "Failed to download file> Build/Test-GL2.data.gz. Loading web> pages via a file:// URL without a web> server is not supported by this> browser. Please use a local> development web server to host Unity> content, or use the Unity Build and> Run option."*** Now, I don't want to run this on my computer as local server - no way. ( if that is the only issue ) But I have a domain hosting platform I can use.
Also, how to i make this Web GL / HTML5 so I can potentially add it to a platform such as ITCH.IO. Anybody with past knowledge feel free to chuck your 2 pence in. p.s if it is helpful I have published some micro games around 5 years ago and used on my website... but how do I package this more effectively? Thank you for your help! ![alt text][1] ![alt text][2] [1]: /storage/temp/202758-screenshot-2022-12-09-at-101228.png [2]: /storage/temp/202759-screenshot-2022-12-09-at-101336.png
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Play the audio source on WebGL without clicking on WebGL canvas
Play audio source on WebGL without clicking the canvas
Hello,
I published my game on a website.
Using the Unity editor, the audio source plays at the beginning of the game as expected, when I run it from the web it doesn't play the sound or make the screen full until I click on the WebGL' canvas.
One click on the WebGL canvas, plays the audio, and make it full screen.
Can you help me please to make the audio and full screen start at the beginning. For now, i changed the index.html file to make it fitting the window not the full screen
I have Unity 2021.3.12, I placed the script that play the audio or to make it full screen on the camera in void Awake() and void Start(), i tried them one by one but same issue
Thanks
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Load 3d object from webpage using unity web
Hi guys, I am using unity as a tool to display 3d models inside a website. Furthermore I want the user to select a 3d modal (.fbx )inside the webpage and I want unity to display them. the problem is once the user select the 3d modal I cant find a way to send file to unity to display it.
I know I can upload the file to a server and fetch it from unity but I want unity to grab it from the page directly.
I have found that I can call unity functions from javascript but can If I send the file path to unity for example (Knowing its local stored in the user computer and not in the server ) will unity be able to use that path to grab the fbx file?
Or is there some way?
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RenderTexture on RawImage shows black on Android/iOS and WebGL except in Editor Mode
Hi there,
We're on Unity 2021.3.14f1
We have a camera that views the avatar of the player.
This camera has Target Texture which is a RenderTexture asset in our project.
This RenderTexture asset is then referenced in a RawImage component.
Long story short in the Editor view we can see the avatar and everything works as intended.
When we build our game into WebGL, Android or iOS the RawImage show pitch black instead.
I'm looking for some advice on solving this issue. Below I'm attaching some screenshots to give more information.
-We have already tried changing the color format and depth stencil format which had no effect on the matter.
-We also tried adding a material (a default sprite material) to the RawImage component and that also had no impact on the matter.
![alt text][1]
[1]: /storage/temp/203995-image.png
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Rescuing old Unity3D webplayer builds?
I figured I would give this question ago, since every few years I check to see if there are any answers to this question just via a quick google and I've yet to find anything really.
I have a decades worth of old gamebuilds from my college days and years of jam projects following that, that were all released as web builds that I have on my PC just sitting in old backup folders. Who knows where those old project files are, or if they even exist anymore in the shuffle between houses and life in general.
Does anyone know of any way to rescue these games? I know if you go through several hurdles - downloading old versions of Unity webbrowser for an ancient version of firefox, you can play them. But is there anyway to rescue them for modern play / release? Are there emulation options that I could bundle with the Unity3D files that might allow people to play them?
Worst case, can I unpack the Unity3D files somehow and import them into a modern Unity version? What options do we have for these old webbuilds outside of rebuilding and thus not really archiving the older game. Most of the games are admittedly trash, but it feels weird to lose years of development work because theyre no longer accessible.
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UnityCache Failed to load 'Build/Game.data.br' from indexedDB cache due to the error: RangeError: Array buffer allocation failed
I'm building Unity Game with Web3 Components like metamask connect. Things are working fine on locall. But when i hosted it on server i got this error on page load.
[UnityCache] Failed to load 'https://webgame.com/Build/Game.data.br' from indexedDB cache due to the error: RangeError: Array buffer allocation failed
However on network tab the file Game.data.br continuously gets downloaded until it is finished.
I'v hosted it on Ubuntu Server with Nginx using following configuration
[docs.unity3d.com/Manual/webgl-server-configuration-code-samples.html][1]
The file size of Game.data.br is 550MB.
Any hint what's the issue here.
[1]: http://docs.unity3d.com/Manual/webgl-server-configuration-code-samples.html
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