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All Published WebGL Builds Not Working Properly

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Hi Unity Community, I've been following along with the Unity Essentials tutorials, but have now been having trouble with playing two of my WebGL builds on Unity Play. I decided to test things, by building and publishing a brand new, empty project—but even this didn't work. All of my projects work just fine when I play them in the Editor; the issue is just when I build, publish, and then try to play them on Unity Play. There are two main problems that happen. **First problem:** when I make the setting "**Compress Format**" set to "**Disabled**" in the "**Publishing Settings**" menu (File > Build Settings... > WebGL > Player Settings... > Player > Publishing Settings), after publishing it, the following 3 errors appear in the console: 1. TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD has unfreed allocations, size 66 2. Internal: Stack allocator ALLOC_TEMP_THREAD has unfreed allocations, size 66 3. To Debug, enable the define: DEBUG_STACK_LEAK in StackAllocator.h. This will output the callstacks of the leaked allocations Then, when I try and play the published project on Unity Play, it loads to 90%, but never starts. **Second problem:** When I make the build setting "**Compress Format**" set to either "**Brotli**" or "**Gzip**", after I build and publish it, no errors appear in the console. However, when I played my project on Unity Play, everything, such as the moving cars, and the music and sound effects, was in slow-motion. I'm not sure why this is happening, as I am quite new to Unity, but if anyone could help, I'd very much appreciate it.

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