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Errors after exporting to WebGL

Hello everyone, hope I find you well :)

After extensive research I'm unable to find what I'm doing wrong so I'll access your knowledge to possibly find a solution. I'm trying to export / build for WebGL and once the build is complete (successfully) the game opens in a browser window and shows the following error. Where should I look in order to avoid below errors?

Afterwards if I open the index file I get:

Some additional info:

I'm using the latest version of Unity and AC.
I can play the game just fine inside the Unity editor, no errors are thrown.
I uploaded the game to my server, same error.
The game exports without errors, they only appear when it opens in a browser.
I tested both in Firefox and Chrome, error is present in both.
I can export just fine to Android, already released the game on Google Play, no errors.

The game is composed of just one scene with multiple cameras changing as needed.

Sample errors in case anyone is searching for it in the future:

    InternalError: too much recursion
    MainCamera_CalculateUnityUIAspectRatioCorrection
    MainCamera_GetPlayableScreenArea
    MainCamera_RecalculateRects
    abort("both async and sync fetching of the wasm failed") at jsStackTrace

Thank you in advance for any pointers.

Comments

  • Can you share your Edit -> Project -> Player settings window so that I can attempt a recreation. Please also be specific about your versions - with betas, patch releases etc, the latest version isn't always so clear.

    It's hard to tell the cause at this point, but it may be a duplicate of this issue. Following suggestions there, is there a difference if you enable WebGL data caching?

  • icyicy
    edited August 2020

    I've managed to export the game properly, thank you Chris! While enabling data caching did not work in my particular case your answer renewed my drive to continue testing.

    While I cannot exactly pinpoint what I changed to make the WebGL build open without errors it was something from inside the Project Settings. My project being a simple 2D game I unchecked everything that was not needed. In the end the solution was experimentation with different settings.

  • OK, thanks for the update!

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