#🌐┃web

1 messages · Page 10 of 1

high patrol
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allows you to properly do async/await in unity

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you know how you have to write SceneManager.LoadSceneAsync? Now you can have something await the scene be loaded instead of using the .sceneLoaded action

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or you do something for an unspecified amount of time without using a coroutine or checking on an interval amount of time

undone cypress
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Probably make sense to ask this problem here than code-beginner channel. The editor mode ran fine without hiccup, but as soon as I build it out, it breaks after a mouse click. Would like to know how I can narrow this problem down?

undone cypress
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Really wish I knew where to look into this issue 😦

high patrol
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try disabling the audioplayer?

frank totem
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Hello!
Ive been trying to deploy my app to webgl, all good with performance except when the camera tries to render LOD assets it freezes big time, is there some kind of low performance for WebGL with LOD objects?

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I wasnt able to find anything on the web

high patrol
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pfff the web is still constantly changing, it's exhausting trying to find something that will last

high patrol
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does magiconion work with webgl?

graceful wigeon
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Hello everyone, does anyone know how to send a mail with a CSV that I'm gonna generate in run time? Do I have to use MemoryStreams and array bytes instead of files? Sorry if this is unclear.

sweet oriole
frank totem
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wdym by shader compilation? sorry im new to unity

graceful wigeon
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I'm getting a socket exception in Webgl build and I'm not sure why. Does anyone know what could be causing it? Thanks.

graceful wigeon
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No, I can send it if I build for windows, it works just fine but in webgl it throws an error

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I'm trying to connect to sendgrid, a service to send emails

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I found this. I'm not sure how to proceed then...

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So I need my own server otherwise is impossible, apparently.

arctic rose
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Pretty sure Sendgrid offers a web API

graceful wigeon
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Mmm this seems a bit advanced for me, I have pretty much zero experience with networking, I'm a bit confused. Sadly this is something that needs to be done rather quickly so I'll try to follow you guys advice but at the moment I'm still a bit lost.

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Yes Andrew and thanks for the help in advance.
Would I have to have a local server (in case I don't want to pay for a service) running and connect to that server, and the server would have to handle the connection to the sendgrid API with all the information to send the POST ?
Sorry if I'm using the wrong words for things, if so please correct me.

high patrol
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I was gonna say if you didn't have an SMTP server inside the webgl build running or are connected to a local one via websocket it's not going to work

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I would recommend building out 2 separate applications

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Use the signalR RPC to call a function on the server side from the webgl side, and then have that server actually connect to the SMTP server

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I mean, it just sounds like too much of a pain in the ass to do, I'd rather use signalR

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You're also limited to single threading in webgl

graceful wigeon
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I appreciate your help guys, this is still a lot to take in and I'm gonna go into a study frenzy with all the info you're giving me because I simply don't quite understand it all yet. But at least the actions to take are clear in my head. I just have to understand the know-how now.
Thank you, really appreciate your help here.

high patrol
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take a look at that Unity-WebGL-SignalR repo and see if you can get the webgl client talking with the server -- you shouldn't have to make any changes, just run it

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Once you have it running, you should be able to take the SMTP related stuff and put that in a new RPC and the server should be able to connect to the mail server

orchid bridge
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when i try to put unity webgl games on github it keeps saying theres a error

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its not for every unity webgl game

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just the actual good ones

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not 100% sure if this is what it says on pc

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do i need to add any extra files?

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cause this was the only stuff i had on it

high patrol
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unity webgl doesn't officially support mobile browsers

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yer a pioneer harry

high patrol
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well they probably figured since they already target both android and ios directly what's the point

high patrol
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if you're having trouble with that Unity-WebGL-SignalR repo's powershell script, try copying the folder to a shorter directory length, mine went over the 255 char limit

orchid bridge
high patrol
orchid bridge
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doesnt work

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on pc either

high patrol
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what are the errors

orchid bridge
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read it

high patrol
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in the console, I'm assuming there are more

orchid bridge
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wym

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its only

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on github

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anywhere else

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it works

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buy

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but

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i need it to be on github

high patrol
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in the browser hit f12, what does the browser console say

orchid bridge
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oh shoot

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thats the html

grizzled ruin
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Hey, good evening everyone, a bit of context: I have been doing the Unity Essentials Pathway lately (not new new to Unity, but wanted to get the gears rolling again, and decided to start from scratch) and all has been sweet and well, until... Two days ago. After publishing the Real-time audio Moving Sound Challenge as WebGL on the play.unity platform, it got stuck loading on 90%. Okay, I thought I had done something wrong, so I tried to create a new project without the URP template, and add the extra stuff via the package manager incrementaly, yeah got the same outcome. All cool. It was just one of them not working. Carried on doing the assignments, the pachinko one of the real-time 2D is working fine. Then... I tried to play the Karting Microgame build I had already submitted and was working properly, and this happened (see the annexed image). Went to check on The Floor is Lava assingment that was also working properly before, and it isn't also loading... So basicaly, since that... Bug or whatever (I am clueless about it). 2 other builds that were working properly, just decided to give up on me. Which makes 3 out of the 8 uploaded. Some of them were just to track progress and to test it out, no big deal. Just wanted to know if this can be a bigger issue than that... Will carry on progressing on the learn.unity platform, and thanks so much for the great tutorials out there. You guys are awesome!

inner haven
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im trying to install the webgl module for unity 2020.3.27 and it says i cannot because "Apple cannot verify the intergity of these files, they need to be updated" Im not sure what i am supposed to do should i upgrade the version?

pearl granite
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Hey so I've just been using webgl for the first time to upload my first game jam game, and I've received this error when trying to load the game on itch.io

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I don't really know what to do about this

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So any help would be greatly appreciated

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Considering that the jam is over at 6:00 am tomorrow I need to submit this soon

pearl granite
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This seems to be the error

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That is the only one in the developer console

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I still have no idea what to do

pearl granite
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Nevermind I fixed it

wide garden
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my webgl project keep going out of memory on startup. it is quite a sizeable project so i am not suprised. unfortunately i cant seem to find a fix. any1 got ideas?

wide garden
wide garden
pearl granite
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I just had to make the project decompress on load, it was in my player settings

wide garden
leaden spindle
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i'm trying to build a game for webgl but half of the game is broken and i keep getting these messages

meager cipher
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I think your script is somehow disconnected with your objects

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In the script, your file and name class must have the same name

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like if your file name is oofers.cs then class definition must be public class oofers: MonoBehaviour

leaden spindle
meager cipher
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Can't even get my webgl build to load so I can't help you there

void shore
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Is there a grass shader work on webgl?

wide garden
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is there anyone who has faced this issue before.

I have multiple audiofiles in my scene. now it has come to my understanding that unity WebGL doesnt like them (straight up goes out of memory.)
is there any way i can load them seperately?

hollow flax
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Hello guys, I have question. How do I set the react Transform to auto arrange? when everything is setup in full screen, some of the button I placed is in different area when in windowed mode.

See the screenshot

hollow flax
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Prob solve

shut bronze
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Hi, looking for some advises. Anyone knows how to share on instagram in webgl ? or if it's possible at least (without other server-side script) ? Thank you

grizzled ruin
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Btw just wanted to say for what it matters, two of the 3 non working builds are currently running atm. Dunno what kinda magic happened but thanks a lot

leaden quarry
obsidian quarry
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Using VideoPlayer to play an mp4 video in 2021.2.12 on WebGL 2.0 in latest Chrome/Firefox/Edge is resulting in stuttering due to poor framerate. GPU (3080RTX) in chrome inspector is using 44ms per frame during playback resulting in dropped frames.

Anyone else noticed this? Any fixes?

obsidian quarry
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Seems to be Linear rendering that's causing the problem if anyone cares. Switched to gamma at that fixed it.

tardy rock
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Anyone can help me with optimization for webgl? Especially with memory consumption when running webgl on ios devices. Like when I run on androind or browser takes around 150mb and ios taking 850mb. Its too high...

serene hull
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heyo!
how can i go about debugging my particle system that doesn’t show in webgl build? i understand unity + webgl is a bit buggy due to lack of proper support but i know particle systems can work in webgl. what should i be making sure i do/don’t do?

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also, my trail renderers only work half the time (at first but then stops working later).

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would be super grateful for some help as this project needs to be deployed to webgl.

thanks for any of your time❤️

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oh and please tag me or DM me if you wish to help out

high patrol
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can we pin that?

leaden spindle
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this is kinda specific but does anyone know how to get unity games working with node express? i'm already using the compression middleware but some games aren't working

disabling compression is not an option

sweet oriole
tardy rock
# high patrol Unity doesn't support mobile web browsers

Thanks! But even if unity removed this, is still possible to run webgl build on the mobile browser. So there is anyway to optimization for webgl that we dont need to compress the textures. I tried the code stripping but no changes at all... I just dont want to move to playcanvas or other engine.

static laurel
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How do I get my WebGL build to work in production with my website? Where am I supposed to deploy my WebGL build files?

pallid bough
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hey anyone knows why this happening? when i'm testing my game inside of Unity it ran without no problem, But when i build the game and run it, the game wont display texts

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this is how it should display (also this screenshot is from unity, not the build)

vital zenith
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I am struggling with an issue on mobile (webGL). Apparently there is a limit on resolution. when I run the page with the meta viewport at scale 1 then it runs fine, but my site has a viewport scale of 0.4 and that breaks the build on all phones with a million errors like:
[.WebGL-0x21176e200]GL ERROR :GL_INVALID_VALUE : glTexStorage2D: dimensions out of range
I've tried tricking it to render at lower resolution and stretch but no success. like for example rendering it at half resolution and then using CSS transform to scale up the canvas again.... but that turns out it is the same as just setting it full size again.

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anyone had to fight this before?

high patrol
astral wave
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Can anyone help me with WebGL text field input and Japanese text? Before that I found plugin which creates HTML input on top of an input element for that. As otherwise there would be no IME support. But I moved to UI toolkit.... and Now I am lost 😭

hushed zephyr
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playerprefs values in webgl build are hackerable?

astral wave
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So how it is possible to have WebGL chinese or Japanese game.. if in order to have chat, you need to have all kanji... it is over 23000... And in order to have it working in WebGL and TMP or UI toolkit, you need to build font asset.... And 13000 of kanji is only.... 36mb :DDDDDDD

tardy rock
ripe flare
daring lake
pallid bough
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ah okay, i was using TMP that i downloaded from a project, ill change it to default text. see if this works

soft gust
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hello all, i have this errors on webgl export, not found on google
Unity 2021.2.14f1 URP
can you help me?

soft gust
eager silo
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ive been trying to make a webgl build for a game on unity 2021.2.14 and no matter what i do it just wont work. ive created fresh new testing projects in this unity version and even then cant build with webgl, but i can still build on older 2020 versions of unity.
i have the webgl module installed for 2021.2.14, but i always get this error midway through building to webgl
the errors generally have something to do with a library/bee/artifacts folder

worldly crest
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I have an issue with my WEBGL build. When it first starts, the graphics are super pixelated like this:

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But then when I go in fullscreen, the graphics look correct

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This also works the reverse way. If I force the game to start in fullscreen, it will be pixelated. But then when I minimize it back to windowed mode, it looks fine. It's like the graphics aren't being loaded properly at first, and just need a "screen refresh" or something. Any ideas?

worldly crest
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NVM, Fixed it! Had to delete "QualitySettings.vSyncCount = 0;" Apparently WEBGL builds don't like this

hushed zephyr
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build in webgl running on windows rigidbody moves smoothly, on mac jitter a lot

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anything i should know to fix it?

hushed zephyr
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ok, I found the problem is with apple M1

astral wave
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CSRF question:
Unity documentation states that:
In addition to the above, the following headers are filled by the web browser on the WebGL platform, and therefore may not have custom values set: cookie, cookie2, user-agent.

How I can set cookie and xsrf Token?

My current code so setup webrequest

UnityWebRequest webRequest = new UnityWebRequest(url, "POST") {
                uploadHandler = (UploadHandler)new UploadHandlerRaw(Encoding.UTF8.GetBytes(bodyJSON)),
                downloadHandler = (DownloadHandler)new DownloadHandlerBuffer()
            };
            webRequest.SetRequestHeader(XSRF_TOKEN_SPRING_NAME, xsrfToken);

            webRequest.SetRequestHeader("cookie", "XSRF-TOKEN=" + xsrfToken); //<---- This gives error.

            webRequest.SetRequestHeader("Content-Type", "application/json");
            return webRequest;

Unity states that cookie header is handled automaticly, but in my webrequest header there is nothing.

:method: POST
:path: ******/*******/******
:scheme: https
accept: */*
accept-encoding: gzip, deflate, br
accept-language: en,ja;q=0.9,en-US;q=0.8
content-length: 29
content-type: application/json
origin: https://********************
referer: https://********************
sec-ch-ua: " Not A;Brand";v="99", "Chromium";v="99", "Google Chrome";v="99"
sec-ch-ua-mobile: ?0
sec-ch-ua-platform: "Windows"
sec-fetch-dest: empty
sec-fetch-mode: cors
sec-fetch-site: same-site
user-agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/99.0.4844.51 Safari/537.36

Unity 2021.2.10

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What I get as result is: "status":403,"error":"Forbidden",. Aka you dont have token cookie go away.... But I cant set it, and it does not set automaticly

high patrol
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wouldn't that be set by the web server?

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does this work on 2020.3?

high patrol
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Finally got unity websocket communication working with the jslib unmanaged stuff

gray ginkgo
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getting this when testing a webGL version of the game. its going to be an exe but our video editor is on mac and he needs a build so tried sending webGL version. is there a fix for this? or will I have to navigate him through making a build.
Out of memory. If you are the developer of this content, try allocating more memory to your WebGL build in the WebGL player settings.

daring lake
# gray ginkgo getting this when testing a webGL version of the game. its going to be an exe bu...

Well.... What kind of application it is? Well obvious solution would be optimizing your build. Compressing textures and etc. stripping code. Depending on your Unity version options stands in different part. I really dont know if it is because the quality is suer high, or there is memory leak, but most likely everyone will be happier if you would just send him build for his platform..... If webgl is running out of memory then it is uses at least 4gb of RAM. Anyways then even if it will run, the user will have more pleasant moment with build for his platform.

charred briar
dry basin
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Is it easy to host Unity WebGL on a server running Windows CE with apache as web server?

leaden spindle
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will unity ever support building webgl on linux?

charred briar
charred briar
high patrol
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Do they not currently? Do you mean Unity being able to compile a webgl build on linux? Or a linux browser being able to load a webgl build? Web browsers on linux should support a webgl player (phones can play them...what are phones based on....)

charred briar
high patrol
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There's some talk in the issuetracker about compression, can you build a webgl app with the "development build" option checked?

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Maybe that's why they changed to start using that weird new compression format brotli (.br). They claim it is fixed in 2020.2.X

remote pulsar
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Hello,
I want to ask them in unity some event that will trigger as soon as I call from index.html unityInstance.SetFullscreen (1)?

noble bloom
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hello

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i want to add ads to my webgl game how do i do it?

hardy magnet
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Hi,

I am working on a game/app, and in-app-purchases (IAP) is required.

IAP doesn’t work for WebGL. Is there any other way to make in app purchases another way?

Thanks :)

arctic rose
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You'd have to integrate a payment system like PayPal or something, have your own database that saves who has bought what, and of course user accounts. And be prepared to handle support for refunds and technical problems and such. GL

charred briar
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Also a BaaS like playfab can help you a lot to get started

sweet oriole
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Xsolla was pretty popular with .io games.

hardy magnet
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Thanks I’ll look into those :)

high patrol
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Yeah right now I'm trying to get websockets working through a javascript jslib plugin so that the webgl build sends requests to a server that handles them (could do IAP type things as well down the line)

shadow mortar
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hi, im trying a webgl build for the first time and im having the weirdest issue, seems to be on native c# level, and its code that runs just fine on all the other platforms (ios, android, windows, mac, nintendo switch), here's the code: https://pastebin.com/P0Q0WnFs, and here's the error: https://pastebin.com/UW64mtft, the K generic parameter is an int, and its fine when its value is 0, but for all non-zero values im getting these 'out of bounds' exceptions, on both TryGetValue and ContainsKey calls

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ive already tried disabling 'strip engine code' in case if was that, and even rewritten it without the use of generics, but it keeps happening the same way

shadow mortar
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nevermind, case solved, no multithreading support, RIP

steep fiber
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i get this error when i press any button on keyboard,it happens only once,then i can play normally.can anyone help?

wheat obsidian
high patrol
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Does Unity cross compile the volatile keyword in IL2CPP for webgl?

hushed zephyr
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which should I choose?

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I want code that is runned only in webgl build

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PLATFORM_WEBGL or UNITY_WEBGL

shadow mortar
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#if UNITY_WEBGL && !UNITY_EDITOR

reef sand
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can anybody help me with this ??

hushed zephyr
jade valve
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Anyone know why, if I make a webgl build with unity cloud build, my lighting is darker than if I build natively on my machine?

silk brook
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just having this cathastrophy when I tried to export to webgl

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it working just find during .exe

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all of those errors are not quiet shows up with .exe build (on editor)

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if anyone could help me I would really appreaciated and buy him a coffee

sweet oriole
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Show the earlier errors, since most of the errors on screen are just generic errors because of previous errors.

zenith mason
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Hi guys. I have a following problem. I'm doing a WebGL app and I'm trying to merge webgl app downloading screen as similar as possible to scene loading screen in my app. Despite using the same Arial font, it is looking a little bit different (especially the percentage sign). How can I make it better? The results I have now:

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As you can see the percentage sign in the bottom (when the app is running and scenes are loading) is lower and wider

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Arial font is a built-in font in Unity right? It is also available in the webgl build?

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50% is done download the webgl app and 50-100% is done when scenes are loading in the unity app. Video:

silk brook
austere tiger
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why some of my login button are broken on webgl,
since it work just fine on the playmode

sweet oriole
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Yes, URP is supported on WebGL.

austere tiger
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well there is one, but the error seems not related

sweet oriole
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Socket error is network related, and your button is likely relying on networking. I don't think KCP transport supports WebSocket. You should switch to the WebSocket transport.

twilit glen
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So I build and run a WebGL build and I wonder what make this webgl take so many Memory. So I went to Task Manager to check and see these first three in my browser. Can someone tell me what does those doing. I can guess the high GPU one is doing graphic and stuff. The Unity WebGL Player contains asset data. But what does the first one do and why it takes so much Memory. Hope someone can enlighten me.
Anyway I also get the Memory Profile Snapshot.

austere tiger
sweet oriole
austere tiger
sweet oriole
austere tiger
orchid bridge
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hey guys

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when you build for webgl does it build the webserver and eveything or?

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only the concent

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DO you have to wrap webGL orojects that use AR in a service of some sort?

sweet oriole
last crystal
oak flax
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My game is running much more slowly in WebGL than in the Unity editor. What can I do? I looked at the Unity manual (https://docs.unity3d.com/2021.2/Documentation/Manual/webgl-performance.html), where the advice is:
For best performance, set the optimization level to Faster in the Build Player window, and set Exception support to None in the Player settings for WebGL by expanding Other Settings > Stack Trace.
How do I get to the "Build Player" window? Does that mean the "Build Settings" window? If so, the options for "Code Optimization" are "Speed" and "Size", while the options for "IL2CPP Code Generation" are "Faster runtime" and "Faster (smaller) builds". I did set Exception support to None in Project Settings -> Player, but it didn't seem to help.

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Is Unity's WebGL support just ... broken beyond usability?

charred briar
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I've built a lot of WebGL projects - separate and embedded. You need to optimize your projects for WebGL to make it effective

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It has graphic limitations, browser limitations, higher polygon limits, restricted rendering techniques. And handles things like garbage collection differently. Most games need proper focus on WebGL for support.

oak flax
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I'm having an issue right now where the TopDown engine, freshly installed, crawls in the demo scenes in my WebGL build. It doesn't have that problem when the creator builds it, but I'm literally not changing it. I have no idea where to begin diagnosing this.

charred briar
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It's been a long time since I debugged WebGL, it was quite tricky to do...

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It is quite frustrating when it doesn't play nice

oak flax
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Well, it's good to know it's not just me. I'm not sure how hard I should try. I'd prefer web for my project (fewer installs == more players, and I'm not in this one for the money), but maybe I should just give up and go with Windows / MacOS.

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Is there a good resource on getting Unity games to work in WebGL, or is it "get three years of experience"?

charred briar
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The biggest thing is it doesn't release ram until it finishes all scripts on a frame. So LinQ etc can create a lot of temporary garbage that makes it chug slow

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That goes into the memory challenge in more detail...

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I mostly rely on the Firefox / chrome profilers

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And once in a blue moon use renderdoc

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For webgl debugging

oak flax
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Thanks. Yes, it is very frustrating. The Unity marketing talks as if the platform takes technical problems out of your way. When my game runs within the Unity editor, it feels like I should just be able to make a WebGL build and put it up on itch. Instead, there are endless rabbit holes of configuration to get even the simplest things to work. Grr.

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If I could read a book on how to do this, I would, but the knowledge seems to be scattered across a thousand tiny web pages.

oak flax
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I tried the advice at https://www.youtube.com/watch?v=HYSA8D8uSdE, but it didn't help. It got my build down from 31.1 mb to 25.9. Is that unreasonably large? The graphics look smooth, but it takes a large fraction of a second to respond to a keypress.

play this game here! https://spekwork.itch.io/friend-tube/download/zM8gB28_bQPH8v_nvRf1SeCy_rQRrKLaeZS35Ds9

Watch us dev digital art live here: twitch.tv/spekwork
join the ArtCADE discord to connect with other digital media artists: https://discord.gg/r2Qw8Y3

Find out how to find which assets are bogging down your WebGL builds from Unity, and...

▶ Play video
sweet oriole
# oak flax Thanks. Yes, it is very frustrating. The Unity marketing talks as if the platfor...

You have to figure out how to optimize your builds regardless of platform to hit lower end devices and to author larger amounts of content in general. Unity can't magically bridge the gap moving from a desktop with 8 to 32 threads with the latest tech in rendering to a security sandbox with one thread and a 10 year old graphics API.
Also if your configuration issues include the compression/header stuff, Itch.io has part responsibility on that. Using latest web compression is a reasonable default imo.

oak flax
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That's the thing, though -- I'm not trying to do anything high-end. My assets are all very low-poly. It runs smoothly in the editor, Mac and Windows builds work fine, but on WebGL it's a slideshow. Even weirder, I get this problem when I run someone else's scene unaltered, but they don't. I'm frustrated because I've tried every lead I can find and nothing helps.

terse tide
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Hey! Does someone knows if Light Layers work with a webgl build? it works well inside unity but when running the webgl the layers just dont appear to work (as if they were not present at all)

sweet oriole
oak flax
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Firefox. I don't think it's the browser, because the developer's own build works.

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I made a fresh project and this time it works. It may be a very picky interaction between versions of Unity and versions of the TopDown engine (needing a newer version of TDE but not the newest version of Unity). Continuing to explore...

lapis pecan
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Is it possible to update the WebGL build on the Unity Play website for a game submitted to a past showcase? My game (Oscillarium) got featured on the January 2022 showcase, leading to a lot more people than I expected playing it, and I recently discovered that some people are running into the infamous "stuck loading at 90%" error. I was able to repro this error myself in Microsoft Edge and Firefox, but Chrome works fine, at least for me. In any case, I think I have fixed the error (by disabling build compression) but I don't see any way to upload the changes. The Post icon in the top right of the Unity Play page submits a new game and trying to publish from within the editor results in: "Something went wrong HTTP/1.1 500 Internal Server Error". I haven't been able to find anything about this on the forums or documentation or nothing I can see in the showcase rules confirms or denies whether post-showcase updates are allowed.

high patrol
# austere tiger tbh I really have no idea how to set it up, recently I just tried the multiplex ...

Try using one of the many JSLib implementations. https://github.com/jirihybek/unity-websocket-webgl has one that works. Or you can make your own https://docs.unity3d.com/Packages/com.unity.industrial.forma@3.0/manual/forma-js-api-devGuide.html https://javascript.info/websocket I would recommend using websocketsharp's WebSocketServer for the server side. They have good documentation in the code. https://github.com/sta/websocket-sharp

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The JSLib will be dependent on whatever websocket library your node.js server uses. Mine (and probably yours) uses sock.js

high patrol
austere tiger
high patrol
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most browsers will run into issues running a webgl build from the index.html file. You have to enable stuff in each browser to get it to work...or throw the contents of the build folder into a node.js webserver and connect to a React webpage that hosts the webgl build

velvet pasture
#

Hi, I'm getting an index out of bounds error and I dont really know why. It occurs when I shoot a certain objects/enemies/things with collision with my players projectile
It only occurs on browser. development unity hub works fine.

#

i can provide some code if necessary.

#

Could it be possible that this is caused by my bullets which create an animation whenever they break?
It's weird since my game was working on browser before and now a couple hours of working later and deploying it broke.. I didnt add any crazy things or change anything to the things which cause it to break (shooting things)..

#

Hmmm... Seems to have been because of the animation I play on my bullet whenever it destroys itself. I didnt think i'd solve it so quickly. Would anyone know why this is happening? This error didnt happen to me before.

austere tiger
late basin
#

can we use visual scripting at a project started with 2d core ?

open surge
#

Is anybody else having trouble accessing content on play.unity.com? When I click on a game, I just get a white screen

open surge
# austere tiger

I can get the homepage, but blank page when clicking on any of the games

copper pagoda
#

^ me too, just joined to see how to fix it

oak flax
#

Gyah! Now my WebGL project is crawling again, even though I checked out (from git) an older version that used to work fine. I can't find anything that has changed, but what used to work now doesn't.

oak flax
#

Solution found! You have to, in the Start method of some script in your scene, do this:

#

Application.targetFrameRate = 30;

snow fractal
#

guys what's this error ? i couldn't find it on gg.

flint plank
#

Hi, so I tried to do a WebGL build in OpenXR for the Rift S and I'm getting the "name 'Micropnone' does not exist in current context" error. Is there a simple work-around for this?

charred briar
charred briar
flint plank
snow fractal
flint plank
#

I am able to compile now but the last I tried it before work, neither the VR nor the AR button would activate on the Quest 2. I'm only now going to try to debug it...

#

Strange...It seems to be working now...

#

Ok, so I'm using De Panther's 'WebGL Exporter' package along with his 'WebXR Interactions' package with the included desert demo. If you haven't already, I would suggest joining the WebXR Discord server. They are the ones that helped along my path. De Panther has a video on how to set it up (not with OpenGL) and I posted a check-list for the video (search for 'check list'). Once you get it working with his process I would then move on to setting it up with OpenGl. I had a lot of trouble setting mine up. It turned out I need a special .htaccess server side which 'm2' gave me. Best of Luck!

Let me know if you have more questions

By the way, I'm using Unity 2021.1.28f1. Don't use 2021.2, there were issues with it and I don't know if they have been resolved....

flint plank
high patrol
charred briar
#

I'm actually shocked someone created a react project for that, you can literally send messages to WebGL unity packages with a single line of JavaScript. I get it's for embedding just... Never thought it needed a repo

#

Not that there is anything wrong with that, it's just surprising.

#

I will say though, Unity is not the platform I'd pick for WebXR.

high patrol
#

My use case requires embedding a bunch of different games, basically like itch.io

flint plank
#

He has a video on YouTube for setting it up. Also, the guys on the WebGL Discord server helped out quite a bit...

flint plank
flint plank
charred briar
austere marsh
#

Hi guys! my UWP project is failing to build to WebGL. Any1 got any ideas? Its a very small game:

charred briar
austere marsh
#

Any idea where i can disable them?

charred briar
#

Google is your friend.

austere marsh
#

Okay interessting! thanks

sly heart
#

Hi - is there a way to build a game so that I could upload it as a browser extension? I'm trying to publish a game to the chrome web store but I can't seem to find out how

tulip glen
#

hello

#

I am trying to do the build thing

#

but I am getting this error

#
UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
  at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ca] in <294703faec74477f8b275446429fba82>:0 
  at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <294703faec74477f8b275446429fba82>:0 
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
#

I chose the Assets/Scenes folder

#

I was watching a video and the guy chose the Build Folder which I don't have, I tried creating one but still didn't work

stoic rain
#

Hey, I have some problems with reuploading a build to my server, it has to do something with caching I guess? Because the build will run in private mode, but will throw this when simply refreshing the page in normal mode

#

exception thrown: TypeError: Cannot read properties of undefined (reading 'apply'),TypeError: Cannot read properties of undefined (reading 'apply')

high patrol
tulip glen
#

lemme check

tulip glen
#

@high patrol still not working

high patrol
#

where is your calc2project located? where is the build folder you're outputting to?

tulip glen
#

Calc2Project folder is in the Desktop
I created a new Folder in the Desktop called myBuild

high patrol
#

Ok, try another folder called mybuild2 in the desktop and see if that works

tulip glen
#

same thing

#

hmm

high patrol
#

is your desktop directory locked for some reason?

#

try rebooting your pc

tulip glen
#

what does th9os mean

tulip glen
#

@high patrol cough

high patrol
#

sorry been workin on shit

#

yeah something's wrong with that folder. Is that temp folder that unity makes still in the project directory?

#

try copying the project to an empty folder, but only copy over the assets, packages, and project settings folders

#

then open it in unity

sweet oriole
high patrol
#

get rid of whatever that cloud backup software is or whatever is making that folder and the green check marks

half parrot
#

hey, how hard is it make a save/load system that works in webGL?

#

the one I'm currently using in my game works on windows builds, but as I understand it, webGL doesnt have access to the computers file system

half parrot
nimble willow
nimble willow
half parrot
#

not really into that idea

nimble willow
half parrot
#

I remember seeing something about a free hosting service that is specifically for this sort of thing, but I cant find that guide again

nimble willow
tulip glen
heady cypress
#

you can use the Resources folder in webgl

sweet oriole
dark rock
#

this is a deep cut - do any of you have context on making a modern / mobile responsive website in unity webGL?

my girlfriend's music label wants me to make her website and i am technically a web developer (in that i teach web development for a living), but anyone who has ever made a website knows that creating anything cool with CSS is like trying to arouse an ancient fossil.

ultimately i will probably just do it the old fashioned way..
but i code entirely in unity, and i would waay prefer to work in that world if it is a possibility. 🤔

charred briar
#

If I use unity for webgl, it's only as a plugin system, never for the main site. I'd be a lot more likely to build it in BabylonJS though with a react or angular outer.

No reason you couldn't, but Unity UI is cumbersome.

sweet oriole
bronze laurel
#

Having major issues with a WebGL build

#

Camera is extremely zoomed in, has weird tearing issues

#

and this is the size it SHOULD be.

#

I think it's resizing somehow

#

But I don't know if that would explain the weird visual glitch above>

ashen pilot
#

Hi I have a problem with my spell_prefab on the Web_GL build i click with left-mouse and my spell does get instantiated in the editor and the WindowsBuild but not on the Web_GL Build, does someone know what to do ?

#

and it seams like this is the only problem i have on the Web_GL build everything else is working fine.
And i do not get any debug logs, I do not know what to do xD

high patrol
#

iPhone it's kinda hit or miss, so I wouldn't plan on deploying that route for iPhone

#

also you'll have to find a style (% of screen) for the Unity component that fits sizing for desktop and mobile

#

and then fiddle with the canvas scalar to make sure that it resizes how you want it to

#

but from there all you have to do is throw the react site on a server and open up ports. Don't do anything that requires security. Unity uses old versions of .NET so that's a pretty obvious security issue--even though it might be cross compiled to wasm, I still wouldn't feel safe

high patrol
ashen pilot
# high patrol is it using a video player? what components are in the spell prefab?

I did find the bug a hour ago, i forgot to write it down here, sorry.
My Spell is an SO which does all the stuff my spell should do.
I did delay my spell instantiation, as long as the castTime is.
The bug was in the delay code, cuz it is an SO you can not use coroutines so I wrote an async function with this content: await Task.Delay(int)
This does not work cuz WebGL is single threaded and Task.Delay creates an parallel thread:
So it did throw an error but just in the console and not in the deployment build .

My solution is:

var timer = AbilityStatsManager.CastTime;

            while (timer > 0)
            {
                timer -= Time.deltaTime;
                await Task.Yield();
            }

Still thanks for answering my question 😄

orchid bridge
#

i want webGPU player already 😢

orchid bridge
# dark rock this is a deep cut - do any of you have context on making a modern / mobile resp...

if you want to do UI in Unity, the right way, you'll be using something very similar to CSS. and there are not many projects that import css frameworks to Unity's USS (you can do it yourself if you know how to transform to USS). UI development in Unity's old UI system is a pain in the ass and a commercial website is basically 100% UI development. Also the player is not native JS & HTML, and was not invented for website rendering at all

high patrol
#

I just want multithreading in webgl :<

#

Got a webgl player embedded in an angular site today

snow fractal
#

guys this code GUIUtility.systemCopyBuffer didn't work in webgl. does anyone know copy/paste on webgl ? i've searched on google but it just for inputfeld not for button copy.

drifting dove
#

hey guys.. does anybody able to run WebGL2 builds with latest Unity 2020, on M1 Mac and Safari? All I am getting is glitchy graphics and no option seems to help?

half parrot
#

Hey does anyone know how to fix this?
I have my UI set to Constant Pixel Size and it needs to remain this way to prevent the UI from stretching/squashing pixels and making it look ugly... problem is, if the window is resized, either by fullscreen or by some things like retina display, the UI size gets all junked up

https://gfycat.com/FamiliarMintyBluejay

sweet oriole
half parrot
sweet oriole
#

Fyi, you can generally test this in editor by setting your game view to free aspect, undocking it (to avoid screwing up your editor layout) and resizing it around

half parrot
#

what I also need to do is write a script that can change the canvas scale ratio depending on the resolution (it has to remain whole numbers, and its set to 2 by default)

#

but like, if the resolution goes to 1680+, set canvas scale factor to 3, and if its 2560+ set it to 4

#

any idea how I can do that?

sweet oriole
half parrot
#

I figured the resolution changes might be happening in the javascript, but I'll look into it

lucid mountain
#

Does anyone know how to fix this or even troubleshoot it? When I build my game with WebGL, one of my inputs straight up doesn't work and only one tweening adjustment just never happens. When I build to windows or play in Unity, these issues NEVER happen. I'm having trouble figuring out what to even google other than "webgl Unity doesn't build correctly", but as you can imagine, that brings up many different issues.

sweet oriole
lucid mountain
#

It is just a spacebar using unity's new input system.
I select one of the balls, and then pressing spacebar will do the action. What is strange is that the input works for the middle and right ones, but not the left one. All three have the same exact script though

The tween is using DoTween and it does not rely on async or await. The tween is adjusting pivot's for a camrect. It does adjust ones that happen in awake (if that is related)

#

For the logic of the input, the ball is highlighted green "when selected" and it does highlight properly, just the input doesn't go through afterwards (even debug.log)

charred briar
half parrot
#

I have a very specific reason for using constant pixel size

charred briar
#

You probably just need to set it (the key) as a left-anchor the same as the other UI element it's near

half parrot
#

if I was making a more modern looking game, or one that had a more vector-graphics style look than UI scalling would be perfect

#

I already solved the problem though

charred briar
#

🤷‍♂️ good :)

charred briar
#

I'm wondering if something else JavaScript wise is interfering with the space button for you?

#

I haven't seen that myself but it could be related :)

half parrot
#

made a custom script that changes the UI scale based on screen width. if its 1280-1919 it changes the scale of all my canvas to 2
1920 -2559 = 3
2560+ = 4
etc

#

also does letter boxes and enforces 16:9 aspect ratio

lucid mountain
next rivet
#

Anyone knows how i can fix this Error?

charred briar
next rivet
#

But now i need "content-encoding: gzip"

#

Thats The Error

charred briar
next rivet
#

@charred briar i already typed (Content-Encoding: deflate, gzip
Accept-Encoding: gzip, deflate) in the .htaccess

full tusk
#

Hello guys ! I build my game on webgl and I can run on firefox on my pc by just dragging the index.html to the browser.. but if I transfer the files (zip) to someone and they try to do the same thing this error happens... any idea ? Unity version : 2021.2.16f1

copper siren
full tusk
#

But I think this worked before in earlier versions ?

#

Why should it work in my firefox and not on my friends firefox ?

copper siren
copper siren
#

@full tusk you can host it pretty easily using simmer or itch

full tusk
#

Thanks for the help @copper siren

grim mesa
#

I have a really strange issue when I try to export my project as a webgl application.
The whole scene is completely empty after export. It seems like the player controller and the skybox are the only things that are actually exported.

The same also happens when I export a new project using the same parameters.

This is how my scene looks like in the editor

#

I have never encountered an issue like this before.

#

Oh my Unity Version is 2021.2.7f1

#

This is the build result

#

It's also the only scene in my build

charred briar
# grim mesa It's also the only scene in my build

Unity kind of temp dumps scenes at times during build steps. I've seen it come back empty, the editor freeze or many other things during a build. It usually is a unity version specific bug but usually survives 4-5 build cycles

#

But empty scenes during a build is normal, staying empty after is a bug

grim mesa
#

@charred briar Yeah it's really strange. I updated to 2021.3.0f1 and it works now for some reason.... Well... except my visual scripts are not working at all.

#

The textures are not loading at all and the movement is also gone. Both were done via visual scripts

charred briar
#

2021.3.0f1, the 0 means it is the very first 2013.3 release. So it likely has some unfound bugs as well, just as a caution

#

I know it's an LTS build but just cautioning

grim mesa
#

Oh ok, it was the most current one if I'm not mistaken though.

#

It's quite unlikely that this is killing my scripts though, right?

#

Since all of them just don't work at all 😫

#

Everything works perfectly fine in the editor.

#

@charred briar Ok, the scripts also work when switching to a PC build

#

so it definitely has something to do with webgl

grim mesa
#

I have no idea whatsoever why this is happening.

#

Seems like it can't access the textures.

#

Oh no, could it be possible that it has to do with the fact that those textures are saved in the resources folder?

charred briar
#

Resources should be fine on WebGL...

grim mesa
#

@charred briar It was something really stupid once again... I simply had to reload the nodes... It seems to be working now. Let's see for how long 😄

charred briar
#

fingers crossed!

formal solstice
#

does anyone know how to fix an abort(145) error when I try building my project

#

or what causes it

whole loom
# next rivet Thats The Error

Had the same problem, selected the decrompression-fallback option. Think this is a good idea anyway, it includes a js-file to decompress, if something fails. (according to manual)

next rivet
whole loom
# next rivet thank you so much! its working low

but I read on the other side, it does not allow partial loading, when decrompression fallback is enabled, so there seems to be reason why it is turned off by default. but at least it works …

slow scaffold
#

Hi, may I ask is there a way to make a random scratch card game with set amount of each card?

candid parrot
#

When I export out my project to WebGL, player controllers for movement dont work. Any idea on why? is there something I'm not setting up in the project?

heavy shale
#

Anyone else having profiler error spam in web console when doing Build and Run with Development Build and Autoconnect Profiler enabled in 2021 LTS ?

charred briar
shut rune
#

not sure what other info to share with this, it's all a little confusing to me

vocal orchid
#

so I was trying to upload a game on itch.io, but the product seems to be a blank page

#

tried to do it on simmer but i got the same problem

#

anyone knows how to fix?

shut rune
vocal orchid
shut rune
#

ooh alright, you showed it in the screenshot so i didn't understand

vocal orchid
#

it fine

shut rune
#

so, you press the "run game" button and it does that? One issue i've had before is that it needs me to fullscreen then minimise the game to actually see it. But, your game doesn't seem to have that there... so i guess i can't be of any help, sorry

vocal orchid
#

oh its aight

#

just want to make sure tho

#

i have to upload the .html file that is in the webgl folder right?

shut rune
austere venture
#

Why video player doesn't work on webgl?

mellow moss
#

Hello guys i have problem on webgl build which is on 2021.2.19f1. Always give me this error The JavaScript function 'Pointer_stringify(ptrToSomeCString)' is obsoleted and will be removed in a future Unity version. Please call 'UTF8ToString(ptrToSomeCString)' instead. But as you can see i changed with UTF8ToString()

silk brook
#

hello

#

is there anyway to make the 90% loading stuck on browser being fix ?

#

I've make the compression to disabled on the player settings

#

but still it happens over and over, it never loads

#

this keeps happening both on localhost and also uploaded on the cloud

silk brook
#

if it's just working fine

#

then your client package might be the issues

ashen pilot
silk brook
ashen pilot
#

yes F12 dont you have any Errors there =

#

?

compact badge
silk brook
compact badge
silk brook
#

hey look if you upgrade it to 2021.3.0f
it's better now 😍 @compact badge

silk brook
#

but does it work if you replace the DOM.js ?

silk brook
#

coz the latest one are better

high patrol
orchid bridge
silk brook
#

you mean WebGPU ?

faint grove
#

I'm attempting to run a WebGL build over the local network in Firefox. I've set privacy.file_unique_origin to false in about:config.

I'm getting some mysterious errors in my JavaScript console:

#
The session file is invalid: TypeError: state.windows[0] is undefined

Error: Can’t find profile directory.

BackgroundUpdate: _reasonsToNotScheduleUpdates: Failed to check for Maintenance Service Registry Key: [Exception... “Component returned failure code: 0x80004001 (NS_ERROR_NOT_IMPLEMENTED) [nsIUpdateProcessor.getServiceRegKeyExists]” nsresult: “0x80004001 (NS_ERROR_NOT_IMPLEMENTED)” location: “JS frame :: resource://gre/modules/BackgroundUpdate.jsm :: _reasonsToNotScheduleUpdates :: line 241” data: no]
#

Any thoughts?

waxen basalt
#

Can't seem to find a solution anyone's shared in the comments to date, but has anybody successfully hosted a WebGL build using Node/Express without nginx or apache in front of it? I've tried and keep running into issues with GZip. Disabling compression/using fallback works, but shouldn't have to resort to it.

#

Perhaps someone has a suggestion. I've taken stabs at incorporating compression or express-static-gzip but no success, and thought I'd ask before I keep on banging on it too long. Thanks!

charred briar
#

Yes, I don't remember what I needed to do to set it up though, and it's not that interesting to retest to be honest. I know there are dummy templates on GitHub for now it now though

high patrol
#

I'm using the react unity component https://www.npmjs.com/package/react-unity-webgl and basically just putting the output of the build folder into a folder inside the node.js project

#

I think you are supposed to be able to get it to work with compression, but mine is uncompressed

#

so my build folder has the .data, .framework.js, .loader.js, and .wasm files in it

high patrol
#

Also I've discovered that initializers just don't work in webgl (will be reporting it as a bug)

waxen basalt
#

Can def. get it functional w/o compression, but that's not ideal

high patrol
#

yeah I'd have to think about who would be responsible for uncompressing it at runtime

#

maybe that react component has some functionality for that

#

My test site using angular was also uncompressed

austere tiger
#

now with Google Chrome

#

do I need to run Apache on the service ?

high patrol
#

try the unity build and run option and google the browser changes you have to make to run

austere tiger
high patrol
#

Try the google flag, add --allow-file-access-from-files after the chrome.exe like "chrome.exe --allow-file-access-from-files"

#

OR use firefox and change the about:config

austere tiger
#

firefox are done with about:config

#

now I'm trying Google Chrome

#

ok so that's the steps, let me give a shot @high patrol

cloud ermine
ashen lark
#

Hello. Ive upgraded my project from 2021.1.28f1 to 2021.3 as suggeted due to another issue, I noticed I get this error when trying to run WebGL builds, though this is also running locally (via https-server) Is this a bug or might I have an issue on my side? I had erroneous materials and that was a stopgap earlier, but those materials have since been deleted or fixed. Sadly this error occours

#

Running it on a Chromium-based browser (Cause Chromium just crashes)

bleak ocean
#

Hi friends,
I'm planning to develop a simple web based multiplayer game using unity webgl. But I have no idea on how to implement the networking part. I have seen websocket. io and webrtc. Which one is good or is there any better way for this. Should I use a dedicate server?.I am expecting about 50-100 concurrent users without any performance lag. Any advice is welcome.

ashen lark
bleak ocean
bleak ocean
#

I'll give it a try.Thank u @ashen lark
Out of curiosity,what do devs usually use for multiplayer networking in unity webgl?

ashen lark
#

Best Wishes c: Hopefully it works over multiple web browser instances

cloud ermine
austere tiger
high patrol
high patrol
# bleak ocean I'll give it a try.Thank u <@229447725287079936> Out of curiosity,what do devs...

Usually roll their own netcode. Websockets is the transport you should probably use, there are Unity JS "plugins" that you can just map externs within C# to the JavaScript functions. My Node JS build uses Sock.JS for transport. I've had to build my own messaging for a dedicated server/ multi client architecture since the NC for GO's is more of a peer to peer solution (yes I know you can build it to be dedicated but the code is a nightmare to manage compared to something that is actually architected the way I want)

ashen lark
high patrol
ashen lark
high patrol
#

I haven't seen that one yet haha, I upgraded to 2021 once and had so many issues I just went back lol

ashen lark
#

UI is super nice, but yeah... Im reverting to 2020.3 for my personal projects

cloud ermine
#

plus what if the game are played by common people

#

did they need to configure the chrome first ?

sweet oriole
sweet oriole
# cloud ermine did they need to configure the chrome first ?

If you are just asking in general, no, people don't need to change browser settings in order to play Unity WebGL content. You can try this yourself by playing some production Unity WebGL titles, like thelast.io. A lot of 3D titles on web game portals are also Unity WebGL, and you can always confirm by peeking the browser inspector.

cloud ermine
cloud ermine
sweet oriole
#

The default build output should work out of the box

#

Just note that browsers don't like running files directly from local files for security reasons, since you generally only need to interact with files that are served from a web server

#

Unity's Build and Run option starts a temporary web server and should open a browser pointing to that local url for testing

cloud ermine
rustic token
#

Hi all, my web application can't input any thing in input field because unity-canvas. Any idea.

#

I integrate unity WebGL into my website. So my web can't input any text :((

proven delta
#

I want to embed my unity WebGl game into a html page, but i cant seem to figure it out. Does anyone know how i would go about this?

livid silo
#

It's a new topic for me so I'm sorry for possibly dumb question: Is it possible to implement/support ASP.NET Blazor technology (server side rendered webpages) in Unity?

#

There's not much info about it in the interwebs

winged socket
#

Dose anyone know why when i press build and publish, no files are saved?

#

any help would be appreciated

high patrol
#

Blazor pages is just an SPA. Yes you can run an SPA that will work with an ASP.NET backend server. For front end, I've tested Unity builds successfully with React and Angular.

#

Then as far as communication goes to the backend server with the Unity component, use WebSockets. I've tested this works through the Unity component to the back end server running .NET (not with routing controls for the website, just specific data I need)

#

There isn't a lot of hand-holding tutorials out there, so you will have to be persistent to get it working

sweet oriole
#

There's likely a more proper implementation, but the web framework probably allows you to inject vanilla JS and HTML, which you can just use to dump the Unity template in and get it working.

high patrol
#

That's basically how it works yeah--just take the output wasm file and the other files and point the path to where they are on the disk

#

React will use them magically and work (I dislike front end/js development)

winged socket
#

thank you smm

livid silo
#

Thanks @high patrol and @sweet oriole! 🙂

jade valve
#

do i need unity-webgl-tools.js and microphone.js? Seems they both try to access microphone which leads me to believe unity-webgl-tools.js has all the microphone functionality I need.

signal basin
#

Why Webgl build takes up to 15 mins? How to reduce the time... Its really bad for testing.

wide geode
#

Anyone have experience with react-unity-webgl (https://www.npmjs.com/package/react-unity-webgl?)
Basically, I try to get data from my API and then send that to my Unity build.

I wasn't sure if I was messing up the context because I have a lot of useEffect React hooks going on -- especially where I chain them.

UseEffect A gets the data from the Api and changes a state variable.
UseEffect B fires when the state variable changes and then sends a message to unity via the Unity.context.send etc

While my Debug from unity works in my console, it doesn't seem to be reaching/printing the Debug in the SpawnEnemies my code!

plush ibex
#

Hello, I'm experiencing texture / color bleed when moving the camera on my webgl build. Weird thing is that it does not happen when running on browser on my desktop, but only appears on my laptop.
Even weirded, when I try to capture this effect with a screenshot (while moving), it does not appear anymore...
Could that be related to my laptop screen hardware ?
Happy to hear any suggestions

high patrol
wide geode
#

Is that hard to setup?

#

Bc that could work for me in a convoluted manner lol.

high patrol
cloud ermine
#

come again which one is for the localhost ?

#

on mozilla ?

cloud ermine
#

ok now if I'm using webgl publish
where should I host my server then ?

weary estuary
#

you don't want to host a game server in India and have all your customers in America or performance will be bad, for example

cloud ermine
cloud ermine
weary estuary
cloud ermine
#

and it has headless windows / linux on it

#

can I just forward my localhost IP

weary estuary
#

that is usually 127.0.0.1

#

but other people won't be able to access that

#

you need a static internet IP for that, which costs money, sometimes your ISP won't allow it, even if you can afford it

#

these days, even hosted servers don't give you a static IP for the server unless you pay extra for it. It will be dynamic and the IP will rotate every few hours

cloud ermine
#

if this is multiplayer where should I host it ?

weary estuary
#

that's what I was saying... I don't know where because I don't know your customers

#

are they all in China? US? Australia? UK? Russia?

#

you need to buy a hosting server that is located in the country where most of your customers will be from

#

otherwise = lag

sweet oriole
#

@cloud ermine Are you talking about game server hosting or WebGL build hosting?

cloud ermine
#

Game Server Hosting Sir

cloud ermine
sweet oriole
#

#archived-networking probably has better recommendations. Vultr at least had high performance compute servers for a reasonable price. No idea if they kept up with new hardware releases though, so checking benchmarks is probably the best way to go.

cloud ermine
#

also means we put seperate both build the server and client correct ?

sweet oriole
#

Yes, server builds are generally different from client builds. Depends on your networking setup.

scarlet garnet
#

is their any way to connect any web3 wallet to unity. without moralis or any other thing?

proven delta
#

Does anyone know how to embed a unity webgl game onto their own website(not premade website like itch.io)

arctic rose
#

The same way you embed any other content in the website

sweet oriole
#

Yea the build contains functional index.html file as an example implementation.

stone arch
#

how would webGL showcases work on here?

cloud ermine
cloud ermine
cloud ermine
#

idk, but it took 10x longer to build Danny
thanks for the link tho

sweet oriole
#

Yea the pipeline is longer and the emscripten compile step seems to be involved.

cloud ermine
signal basin
#

I have exception: unity.il2cpp.building.builderfailedexception:

after building WebGL . how can I solve it, please?
using 2020.3.32f1 version

cloud ermine
#

about il2cpp and mono are a bit unpredictable my 2020 works building il2cpp but can't produce mono, while the 2021 are the opposite

shrewd roost
#

Hello, does anybody know if we can get 3D assets from a CDN on a Unity WebGL project during runtime?

sweet oriole
formal coyote
#

you know how when you export webgl's and if you dont do build and run it doesnt work because build makes it so its just local
Is there a way to reverse engineer a local webgl one because i lost everything on it but i have the one thats just build on google drive can someone please help

signal basin
high patrol
#

wait I'm confused are you saying you're building webgl with Mono?

high patrol
#

afaik only IL2CPP can compile webgl

cloud ermine
#

I have 2 build, headless linux and client webgl, yes client with webgl,
but headless linux probably allowed with mono ? @high patrol

high patrol
#

oh yeah, linux you can build with mono (I mean mono was built for linux originally haha)

cloud ermine
#

nice

drifting fable
#

I have been trying to get this webgl build of my game to function like the standalone version of the same, but can't seem to figure out what is causing it not to handle the same. I've tried changing Player> Other settings > Rendering to different options, but no luck, the same for publishing settings (just changed the compression format to disabled). I've been at this for two days now and really need some guidance to figure this out. Thanks ahead of time.

high patrol
#

what isn't working about it?

drifting fable
# high patrol what isn't working about it?

I have a script on some cubes that are supposed to move with the mouse when I click and drag them... they don't in my webgl build, but it seems as if they are being dragged because when I let go of the cube, player 2(a client using the standalone version) sees the cube move.

cloud ermine
drifting fable
drifting fable
cloud ermine
#

that's out of my league, but in general my webgl runs pretty decent

#

which version you are using ?

drifting fable
#

2021.1

signal basin
#

Ive just built game and

#

This error.

#

How to solve?? please

wet grail
#

@scarlet garnet Don't post off-topic on the server. This channel nor Unity in particular have no relation to this question.

charred briar
# signal basin How to solve?? please

Google the error, there are a dozen different solutions. One would be to just set a bigger memory reservation in the build settings or in the JavaScript

#

Unity WebGL Cannot enlarge memory arrays

ancient rampart
#

Hello, In Unity 2019.4.23f1, Application.OpenURL opens in the same tab. I upgraded to 2020 and now it opens in a new tab. Is there a way to open in the same tab in 2020 (or even 2021?). I read in the forums there is a Application.ExternalEval but that is obsolete

sweet oriole
#

This stuff is for running JS content from the WebAssembly application, which would allow you to potentially write your own JS replacement to Application.OpenURL if the behaviour of that has changed.

high patrol
hushed zephyr
#

I have a long function that is executed after a scene load and gives me that error in build

#

in unity editor it goes without problems, it only takes 1/2 minutes

high patrol
#

what single function do you have that takes 30 seconds on desktop

hushed zephyr
#

I was going out of memory, my fuctions takes more than 2GB. I reduced the complexity and resolved it

hushed zephyr
main furnace
#

When testing the application on android in portrait mode, poor image quality. I think it has to do with the scale of the canvas, has anyone encountered this problem and any ideas to solve this?

waxen hollow
#

hello dear SSH wizards: Im running my server on GoogleCloudPlatform and i'm trying to use the certbot to verify my SSL cert for my unity webGL build hosted in my VM.. In the docs it says i must execute:

openssl pkcs12 -export -out cert.pfx -inkey privkey.pem -in cert.pem -certfile chain.pem

but when i do i get this error

Can't open privkey.pem for reading, Permission denied 139756379743424:error:0200100D:system library:fopen:Permission denied:../crypto/bio/bss_file.c:69:fopen('privkey.pe m','r') 139756379743424:error:2006D002:BIO routines:BIO_new_file:system lib:../crypto/bio/bss_file.c:78: unable to load private key

do you guys maybe know if there's a command that can give me the permission for this ?

high patrol
#

sudoku

slender shadow
#

hello, so I have a webGL hosted on itch and within the game there are buttons that redirect the player to a website. For some reasons, those redirects don't work but they do n the normal PC game version. Can anybody help with this?

primal idol
#

Hi, could not get answer format i was looking for from google so i will ask here too.
Can unity compete to js frameworks in webgl games, talking about babylon.js or phaser.js

opal verge
#

Hey guys, could someone please let me know if web gl supports VFX Graph at all?

sweet oriole
sweet oriole
worthy oasis
#

Hello everyone is there a way I can make my unity web game work great on mobile?

frank lynx
worthy oasis
#

thank you for the quick answer, do you know any other engine i can try out if my focus is web mobile? @frank lynx

frank lynx
#

PlayCanvas I believe, and it has an editor which mimics Unity in some ways.

worthy oasis
#

thanks alot

wary horizon
worthy oasis
#

yeah it's 2D

wary horizon
#

then use gamemaker but its not free

#

Even construct2 will work

worthy oasis
#

really thought gameMaker was free

wary horizon
#

you need to buy webgl export seperately

worthy oasis
#

oh wow, thanks

sweet oriole
worthy oasis
#

Ok. Thanks

round geode
#

hello, anyone knows if its possible to make a drag n drop files into a webgl?

cloud ermine
charred briar
cloud ermine
#

not sure which settings on the Player Settings
let me google it realquick

charred briar
round geode
cloud ermine
#

but I have a situation here, since my framework won't show it's editor log on console for the
the assets list, how much and big assets usages on the scene

#

do you think a texture are loads bigger than a mesh (vertrex/edge/poly)
or it's pretty much the same ?

round geode
river merlin
#

Hey, can anyone help me out?

#

My webgl build always use the same template although I've changed it in the build settings.

#

But the result is always like this (Always shows the default template)

river merlin
#

Okay, it's caused by the browser cache.

slender juniper
#

@river merlin always test your site in Incognito (private) modus. And make sure you only have 1 private tab open.

#

Guys I am wondering how you test a WebGL 2.0 on iOS without having an iPhone. I looked at some online emulators but that gives this pop up: "Your Browser does not support Graphics API Webgl 2.0". Which makes it unable to test the site. On an actual iPhone this message does not appear and I can test the site.

sweet oriole
slender juniper
#

true

hardy dust
#

Hi: I have this error saying unityInstance is null

#

In my code I'm setting it like this:

#

and my jslib file

hardy dust
#

no one?

high patrol
#

execution order issue -- find where it's being called when it doesn't exist yet

pallid field
#

Im trying to host my game with webgl on github pages, does anyone know how to fix this overhead error? Unable to parse Build/Build.framework.js.gz! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: gzip" present. Check browser Console and Devtools Network tab to debug.

sweet oriole
pallid field
#

Alright

silent forge
#

Better to use Decompression Fallback, which would still be faster than uncompressed one.

pallid field
#

found it

high patrol
#

I think a development build will also not compress any of the output files

cloud ermine
#

can I increase this webgl memory size ?

silent forge
silent forge
cloud ermine
terse tide
#

Hi people!
All of a sudden my builds are missing the .framework and .wasm files! I only got those two on build. Any clue? 🙏

cloud ermine
high patrol
terse tide
high patrol
#

What version of unity

#

try a different one haha

terse tide
#

I'm on 2021.2.15F1

high patrol
#

go back to 2020.3

terse tide
#

but that's weird because it worked previously

#

it might be related with a setting

upper drum
#

skinning is slow on webgl since it uses the cpu. Anyone know if it's possible to optimize this or make it use gpu skinning?

noble bone
#

Hey all. I've got a project written in unity 2020.3.18f1 and when I build it and run the webgl from localhost it works just fine. But when I upload the build to my webserver it fails to load completely and throws a really vague error. Has anyone else encountered this before?

upper drum
noble bone
#

oh that did it, enabling "decompression fallback" got my webgl client running again

#

@upper drum

cloud ermine
#

hello all, happy weekend ❤️

#

still struggling with the splash screen intro,
does the game size affecting the Unity splash screen at the beginning ?
how long the loading time starts up in average ?

cloud ermine
lavish sorrel
#

does web gl support unity video ads in my case its not working at all

zenith mountain
#

Hi guys (PLS ping me in your answer). I'm having a problem with publishing my game. It should be online and playable from an IPad. I wasn't able to find any solution in Internet so I'm asking here. I tried to upload my game (hangman) to Unity Play and to Itch.io. On Computer everything works fine (It's looking weird because game was designed for Ipad but I don't care) but on Ipad there are issues. Unity Play won't load it and Itch.io throws an error. Here's Unity Play: https://play.unity.com/mg/other/webgl-builds-194244 and here's itch.io: https://drummer-123.itch.io/hangman Code for itch.io: HangmanDrummer123 I'll send a folder with Screenshot about the problem. Btw everything is working fine in editor and Unity Remote 5

Unity Play

Easy Hangman for Events

high patrol
#

I'm guessing Unity splash screen will keep playing until the first scene is loaded in

zenith mountain
high patrol
#

No, scenes are not loaded in top down order

#

there is no guarantee on the order of any scene loading

#

so if you have a dependency in another scene, it will throw an error.

#

You could have a StartScene that has a script that loads scenes in order though

#

You could order the scenes however you like and try to use the scene.onsceneloaded callback to start loading the next one after the first loads

dull quest
#

why it tooks forever her ?

#

almost 2 minutes

#

and what UnityPro does ? does it replace the splash screen ?

#

overall my webgl files is 50mb does it related to this Unity splash screen ?

neon glade
#

also using a macbook pro, 2021 with the M1 pro chip

neon glade
magic sundial
#

update

dull quest
magic sundial
#

slow cpu

#

or you have it on another drive

#

best is C drive or an SSD

dull quest
#

I thought assets was load in game @magic sundial

dull quest
#

thanks tho

magic sundial
#

it loads the assets

dull quest
#

for security reason ..

zenith mountain
zenith mountain
zenith mountain
#

any further tips?

high patrol
#

Always wait about a half hour after eating before you swim

zenith mountain
#

lol xD I meant tips to solve my problem but I guess you knew that 😉

high patrol
#

haha yeah I dunno, try and decouple things as much as you can with an event manager system maybe

#

nothing pertinent

zenith mountain
zenith mountain
#

@high patrol or the other people here. I added a start scene which is just a screen with square on it. It won't even do anything but there are still loading problems on all different platforms. here is unity play: https://play.unity.com/mg/other/webgl-builds-194244 and simmer.io https://simmer.io/@drummer_123/hangman and a picture of error message

Unity Play

My latest microgame.

Play Hangman with friends on Ipad (Screen 4:3)

#

and this is hierarchy

high patrol
#

simmerio works fine for me

#

I think you want to completely remove those scenes, I think unloaded scenes might load in when building

zenith mountain
zenith mountain
zenith mountain
#

I'm kinda upset: I made a new unity project with ONE red Button on screen and nothing else. I tried to upload it to Unity Play https://play.unity.com/mg/other/v1-mn67vv to itch.io https://drummer-123.itch.io/test-v1 and to simmer.io https://simmer.io/@drummer_123/test and guess what: everything worked fine on computer and nothing worked on Ipad. I got this message. So my problem seems to be related with something i can't handle myself.

dull quest
#

like it loads way longer then the map itself

timber grove
sweet oriole
#

@round patrol This is not the project showcase section.

hollow magnet
#

Hey! I'm trying to find this answer online everywhere but I don't see any concrete info about it:
In unity.play, Does the "Share Embed" code always redirects to unity.play instead of playing the game on my website? I wanted players to click on the "Play" button and remain on the site I'm embedding the game in the first place :/

spice crystal
#

Can anyone help me

#

I keep trying to connect to my world server in my WebGL game build im running into the following problems i have my webgl game on my website but it wont let me connect to the server.I even tried uploading to itch.io but it throw's a insecure websocket connection error and also when i type the url of the server directly in it works but outside of that it doesnt

#

and when i try to connect to the server through the webGL client on my website it says cannot connect to server and my server is up and running

high patrol
#

which means you also need a certificate. If someone else is hosting this app, that shouldn't be an issue. If you are hosting it, you'll need to buy and tie one to a website that points to your hosted content OR make a self signed cert and get it working locally

#

or just downgrade to http--if you aren't hosting you'll have to request them to do that

high patrol
spice crystal
#

How do i make a certificate?The app is being hosted on a digitalocean droplet server im trying to post my WebGL Game onto a page on my website so people can play directly through my website

zenith mountain
high patrol
#

ah, just desktop unfortunately

high patrol
spice crystal
#

how do i do that

high patrol
#

you are using websockets correct?

spice crystal
#

yes

high patrol
#

ok well the site is saying to use a secure websocket

#

perhaps there is a checkbox in there to use a web socket secure

spice crystal
#

yea i checked that already im pretty sure let me try again

high patrol
#

if you are managing all this just using digitalocean as a hosting platform, you will need to buy a certificate from someone like namecheap

spice crystal
#

i have a website from hostgator to

#

so ill still end up needing a certificate??

high patrol
#

yes

#

you will need 2 certificates -- one to secure the website itself, and one to secure the websocket connection that runs inside the webgl build

#

at least that's how I've done it locally

#

I haven't attempted to host online yet so you're a pioneer 🙂

spice crystal
#

hehe

#

how much on average are the certificates

high patrol
#

anywhere between 6 and 50 a year

spice crystal
#

so ill need 2 of the Positivessl certificates??

high patrol
#

I think so yeah

#

or a one multi domain one

#

unless digital ocean has already given you one for your site

#

then just 1 for the webgl build

#

it looks like that mmo server script wants the key and password to that certificate, so I guess you'd include the cert inside your build with the password for it

spice crystal
#

where would i find the cert??

#

anywhere to look breifly?

#

its from the Mmorpgkit asset in the unity asset store

high patrol
#

you buy the cert from namecheap and they'll email it to you

late jetty
#

hey everyone, what service should I use for unity WebGl Leaderboard ?

charred briar
#

I like the MEAN stack myself.

#

I'd recommend playfab but they keep changing pricing every 6 months. I'm part of the ID@azure program where you get it free for a year or two, but even then it isn't really worth it. We rolled our own solution but there is nakama also that is a great free open-source alternative

late jetty
#

Thank you 🙂

heavy shale
sweet oriole
heavy shale
languid sparrow
#

Hi, my FPS in editor is 100
However my FPS on running a webGL (build and run) server is very poor. (1FPS ish)

charred briar
#

Unity stopped really focusing on their game engine a long time ago.

#

You want a stable game engine. They want to build HDRP V6, full rewrite.

sweet oriole
sweet oriole
languid sparrow
#

What do I have to look out for, in the profiler?

sweet oriole
sweet oriole
languid sparrow
languid sparrow
charred briar
#

But I also personally think that's part of why their stock has dropped 80%.

languid sparrow
sweet oriole
#

You really should profile the build, since the bottleneck might be different

charred briar
#

Adding a couple of half finished features over a 3 year course isn't particularly impressive imo. Even their VR is a good 6 years behind where it should be

languid sparrow
#

Does that mean I profile using "standalone process"

sweet oriole
sweet oriole
languid sparrow
#

Oh okay. gfx.waitForPresent seems to be taking a lot of time sometimes. Can that be fixed?

languid sparrow
spice crystal
#

Can anyone help me im trying to connect by to my WebGL build game server but i was told i need a SSL certificate to connect through a secure websocket connection

spice crystal
#

:/

arctic rose
#

Not sure what you're asking

#

If you need an SSL certificate then get an SSL certificate

trail dagger
#

Does anyone know why when I export the game the display gets all distorted when in unity it's fine, one sec for screenshots..

#

As well as it has no coding, just the visuals, and it's really laggy/slow, anyone know why

spice crystal
#

@arctic rose im trying to install the SSL certificate on my digitalocean droplet server so people can connect through the web browser on my website and connect to my server

arctic rose
#

Ok, cool

spice crystal
#

I cant find a tutorial on how to do so..idk how to word it

obtuse grove
#

Anyone had an issue where some of the animations disappear in a built game?

charred briar
#

Only if they rely on non-webgl functionality (i.e. audio source GetClips) or a crash in the script driving the animator

#

But that should all appear in the browsers debug console

raw ferry
#

I'm havin some issues attempting to test a webGL build.
Unity 2021.3.3f1 (and the scene makes extensive use of the visual scripting)
All my webGL builds are giving me a plethora of browser errors & not loading.

"Null function or function signature mismatch"; among other things.

I can't even get an empty scene to build properly. Tried testing it on itch.io, probably not a webserver thing.
All compression is disabled, and compression fallback is also enabled.
(I had similar issues back in 2020 and 2019 unity versions, but can't remember how I resolved them)

#

lmk if anyone has troubleshooting advice!

raw ferry
#

aha, managed to isolate the problem to a specific shader asset I am using ("Wireframe Shader").
I can build to webGL in a new project until I import & install this specific asset 😦

cloud ermine
#

@sweet oriole said
localhost browser required certain treatment run it properly

leaden magnet
#

How come only some projects can publish webgl but some cant?? also are there other ways of exporting a unity project that results in an openable file??

high patrol
#

webgl has a lot of restrictions compared to other platforms, check pinned

high patrol
high patrol
#

The general steps for getting a certificate working is to get a cert (1. CSR, approval, receive the signed cert), then install it on whatever machine you're running your server off of and make sure your application uses it. Depending on your infrastructure, there could be a thousand different ways of doing that

raw ferry
# cloud ermine try to upload it on itch.io ?

I ended up contacting the asset/shader dev. I've tested on itch with no luck, as well.
I can confirm that simply installing this particular asset breaks all webGL builds though, doesn't seem to be entirely a webserver or Unity thing.

cloud ermine
charred briar
#

WebGL doesn't support some shaders, you can try and force it by changing the OpenGLES to v3 or whatever, but even then. Some shaders just won't work though and you'll need an alternative or rewrite for it.

cloud ermine
#

copy that @charred briar
never tried v3
definitely worthed to try

split plinth
#

Hello, i'm trying to serve several unity webgl app using an nginx server. I would like to use a different location for each webgl app. Is there an example for this use case ? So that I can access to my app1 using <myserver addr>/app1 and to my app2 using <myserver addr>/app2

arctic rose
#

You just put them in those directories

split plinth
sweet oriole
#

The configuration itself seems to be applying the settings based on file type, so that configuration is probably fine. You should be able to see the index html regardless of whether the configuration for Unity builds is applied.

split plinth
sweet oriole
high patrol
#

That's super easy to do with the Unity React component

#

You can add folders and just point each new webgl build component to a different folder

split plinth
high patrol
#
high patrol
fathom python
#

Somebody can help me with webgl error "access to fetch at "site1" from origin "site2" has been blocked by CORS policy

#

I have a webgl game hosted online and After i connected my domain to It. From the domain of the host the game works and i can get data from database. From the mine domain i can't access to the database

high patrol
#

you have to add an access exception to the cors policy for all domains you want to allow access from

hard dagger
#

Is Unity and WebGL with Vuforia(ImageTracking) possible?
Has someone a guess, I cant find a ressource

hushed zephyr
#

I'm having problem of out of memory in my webgl build

#

after chaning scene back and forth multiple times the build crash

#

is there a good way to get where the problem is?

daring wharf
#

Hey folks, I have a SignalR back end I would like to have a Unity client work with for a small project I am doing. I've found a lot of solutions online and was wanting to ask the braintrust what their recommended way of doing this would be.

high patrol
#

If you want to have more granular control of the transport, you could use a js plugin to build a websocket

daring wharf
ancient rampart
#

Hello, I am using addressables and I'm following the link below to check if there are any catalogs to update, if yes, then I would ClearCache. I have enabled "Disable Catalog Update on Startup". Catalog to update is greater then 0 when I make a build and run. However, if I upload the build and addressables to my own server, catalogues to update is always 0. Any idea why that maybe the case? Sorry if I didn't explain the problem well enough. I can try to clarify if it doesn't make sense. https://docs.unity3d.com/Packages/com.unity.addressables@1.16/manual/UpdateCatalogs.html

random linden
#

Does anybody know why i cant upload it to webgl

arctic rose
#

Things in UnityEngine.Windows are available only on Windows builds

static laurel
#

Is it normal for a webgl build to take 150 seconds for an empty scene?

arctic rose
#

No, usually it takes much longer

static laurel
arctic rose
#

I don't think there's anything that would help, other than trying to test in the editor as much as possible without compiling

subtle rain
#

Hello, i'm trying to export a webGL, but the output folder is empty

sweet oriole
subtle rain
#

yes

#

I wii

#

Here are the errors i get

nimble willow
subtle rain
high patrol
#

are they js plugins or dlls or what

mortal vault
#

Hello, I'm new to Unity. I recently completed a tutorial and uploaded the project to github pages, but nothing appears to load. In the console, a load error can be found, but not on a local run with Visual Studio code.

high patrol
#

Hmm if they used DOTween, that unity package supports webgl. If you don't want to use that package you'd have to implement your own version of what it does for functionality--or understand that functionality will go away. DOTween is a fairly well known package, I'd suggest just keeping it. Others may be different. Kinda have to go through every package and resolve issues one by one

#

I'd recommend starting a local git repo and committing after taking out every package and resolving conflicts relating to a specific package

chrome plover
#

Hello, i currently have problem when i try to publish my build in webgl, i have the following error: (screen). I tried to restart unity, my computer, build another version, remove and add webgl package , restart my box but nothing changed. Do you have any advise for me ?

chrome plover
#

Ok, problem solved. I don't do anything but the upload as works.

fallow basin
#

So I'm trying to make a game that saves the highscore of any user that plays it is that possible with simmer.io? I know there is local storage with javascript and html but I need something similar with simmer.io or maybe I can do that with unity its self idk

mortal vault
wind locust
#

(Please let me know if I'm in the wrong channel!)

Hey folks! I don't know much about Unity, but I'm a proficient Cinema 4D user. I'm currently looking for a solution that would allow me to preview 3D models via an online website (if not possible, then via local exe app). Is Unity capable of creating this kind of app? I would also like to implement some simple features, like the ability to click on an object to see a short description. Perhaps something similar to SketchFab viewer?

wind locust
#

Thanks! @mortal vault

orchid bridge
#

i made a websocket client in unity and i converted to webgl

#

but i have this erro

orchid bridge
#

how i start webgl http server?

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nodej

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s

high patrol
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cd to the project root folder

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npm start

orchid bridge
high patrol
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you must be missing the node_modules

orchid bridge
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nope

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i just converted everything from unity => webgl

high patrol
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    First try npm install ,if the issue is not yet fixed try the following one after the other.
    npm cache clean ,then
    npm install -g npm,then npm install,Finally
    ng serve --o to run the project. Hope this will help....

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If none of those work I would wager to assume you don't quite know how to setup a node project. I'd direct you to their getting started section

orchid bridge
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or i just run a nodejs webserver?

high patrol
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Do you know how a nodejs webserver runs?

orchid bridge
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but im running on xampp webserver

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but... idk why webgl wont load

high patrol
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ok gotcha. I haven't used xampp--the joys of web development being so scattered haha

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some of those errors seem like it can't find a package or it can't find the actual project to run

orchid bridge
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hmmm

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Like

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but i have custom server

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i am having an issue

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this is uploaded to itch.io but its giving me this error

high patrol
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I'd recommend shifting to just using node.js instead of xampp. It seems that's a combined solution that uses the Apache HTTP Server

orchid bridge
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or nginx idk

orchid bridge
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Like my unity editor is the serverhost @high patrol

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if i build and run

high patrol
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if you're just debugging might as well not use it

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no point to use that until production

orchid bridge
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ok i found out

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the command was

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npx http-server -o

cloud ermine
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what is ur plugin for mail server tho ?

cloud ermine
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and how to do in Unity with Telemetry ?

gentle flame
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Hi, I'm very new to unity and while i was making the microgame in the tutorial, i was on the last step where i had to publish the game to webgl. i clicked build and publish and a bar came up and loaded slowly and when in completed it disappeared and left me w the same screen i had before i clicked build and publish, only this time with the error in the bottom left. it says buildfailedexception: incremental player build failed is there anything i could do?

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i've tried multiple times and in different folders

steady zenith
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I want the users of my web-gl game to be able to download game analytics. Is there a way in which clicking a button (e.g., Download Stats) can automatically download a .csv file?

steady zenith
gentle flame
placid vale
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Hello, I am saving a file inside of the Unity editor to persistentdatapath, which works, but in webgl build it does not do so. Any advice?

icy pine
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Hey good day.
One question people, i have made a repo for my unity projects and i have a little problem. Using the default unity .gitignore the WebGL stuff (build and a "webgl_sharing" thing that i dont know what it is) are not included in it.
Should they be added to the repo or i need to update the .gitignore?

pine rapids
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you fixed error?
Out of memory.

orchid bridge
pine rapids
orchid bridge
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And I am sure it is not about your graphics card or such a thing, I have a trash pc

pine rapids
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maybe i need check setting? who can help with that?

cloud ermine
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why there are no platform for opengl on Unity ?

sweet oriole
sweet oriole
sweet oriole
placid vale
sweet oriole