#WebGL Build Error
1 messages · Page 1 of 1 (latest)
try the Windows export build , see if everything goes ok
will let you know
i found this forum entry with a simular error
https://forum.unity.com/threads/error-building-webgl-in-2021-2-5f1-ebug_webgl_wasm-build-js-undefined-symbol.1214319/
here ill check that out
its just function names i reference in different scripts
its just me mixing the wording up but they all reference their own stuff
wait so those are ur functions?
yeah
whats it supposed to do
So each script that contains that JS_FileSystem_Sync();
Has this up at the top of the script:
[DllImport("__Internal")]
private static extern void Js_FileSystem_Sync();
#endif```
and the wording is just slightly different
bassically my player prefs save between sessions but when I push an update all playerprefs get wiped. According to thsi thread: https://itch.io/t/995985/saving-data-between-webgl-sessions-and-builds
adding this will fix the issue
Hi there! I'm currently developing my game (with Unity) and for easy testing I am creating webGL builds to put on my page. Between sessions, I need to store the audio settings and highscore of the pla
i believe its force pushing data to the indexedDB
you should not use playerprefs at all f
esp webgl
yeah ive just never used anything else
its better application.persitentdatapath and use a file
in webgl?
im just new to this sort of stuff so i wouldnt know whatss best
I've read something about itch.io once that mentioned this, forgot where it was
so i just built to windows and it worked
you are correct , found a post on the forum form unity staff that thaid
"Saving to persistent data (to persistentDataPath) is implemented via IndexedDB and should work fine."
they call the sync function via this
Application.ExternalEval("_JS_FileSystem_Sync();");
ahh
in the thread i linked?
nope in the post i liked
well cause my thing uses that same wording?
am i implementing it wrong im just so confused
I would not trust those JS methods pre-existing and would just add my own jslib method to do this
There is bunch of code online for it
do you have a link to a tutorial? just kinda ocnfused on how to do that
any updates to what you guys think I should do?
wait how do I view exactly which script these errors are coming from?
the errors are coming from ur DLL import
if WebGL #
the like actual importing of the thing?