Application.ExternalCall from WebPlayer doesn't pass parameters

Using WebPlayer i am passing 2 screenshots into a javascript function in the browser, but for some reason the data always is undefined in javascript. Doesn’t matter if i pass byte[ ]'s or strings. Any ideas why? Below are my 2 scripts. Tested it on Opera and Firefox. Javascript is enabled on the browser.

Using Unity 3.5.6 Pro.

// c# code
public void SendEmail(string emailBody, byte[] layoutPic, byte[] legendPic)
{	
	_emailBody = emailBody;
	layoutData = layoutPic;
	legendData = legendPic;
	//StartCoroutine(CallPHP());
		
	string layoutBase64 = System.Convert.ToBase64String(layoutData);
	string legendBase64 = System.Convert.ToBase64String(legendData);
	//Application.ExternalCall("Redirect", layoutBase64, legendBase64);
	Application.ExternalCall("Redirect", "xxxx", "yyyy");
		
	//StartCoroutine(snapShotCam.ScreeAndSave());
	//Invoke("KillPanel", 1.5f);		
}
// javascript code
function Redirect(layoutData, legendData)
{	
	var newDialog = "<div id='dialog'></div>";
	//var dialogContent = "<p>This is the default dialog which is useful for displaying information. The dialog window can be moved, resized and closed with the 'x' icon.</p>";
	var dialogContent = "<p> LayoutData </p><p>"+layoutData+"</p><p> Legend Data </p><p>"+legendData+"</p>";
	//var dialogContent = "<p>"+layoutData+"</p>";
	$('body').append(newDialog);
        $('#dialog').html(dialogContent);
	$('#dialog').dialog({modal: true, draggable: false, resizable: false, title: "Personal Info", height: 700, width: 700});
}

bump

So i solved the problem by reading the editor log for webplayer and finding out that the following was misspelled. Compiler wasn’t picking it up so i missed it.

#if !UNITY_WEBPlAYER
    WriteToFile(layoutData);
#endif