AsyncOperation.progress doesn't seem to work properly on WebGL build

Hello,

I am testing Asset Bundles on WebGL for a future project and I am trying to make a loading bar while an asset bundle is downloaded from a remote server. In Editor everything works fine, but when I run the project from a remote server the progress stays at 0 until the download is complete.

This is the code I am using:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.SceneManagement;

public class LoadScene : MonoBehaviour {

    [SerializeField]
    LoadingBar loadingBar;

    AsyncOperation downloadOperation;

    void Start () {
        StartCoroutine (LoadGameScene ());
    }

    bool FinishedLoadingTextures(){
        Debug.Log (downloadOperation.progress);
        loadingBar.SetProgress (downloadOperation.progress);
        return downloadOperation.isDone;
    }

    IEnumerator LoadGameScene(){
        Debug.Log ("Started textures");

        string texturesPath = "[texture_bundle_url]";
        UnityWebRequest request = UnityWebRequest.GetAssetBundle (texturesPath,0);
        downloadOperation = request.Send ();

        yield return new WaitUntil(FinishedLoadingTextures);
        AssetBundle bundle = DownloadHandlerAssetBundle.GetContent(request);
        yield return bundle.LoadAllAssetsAsync ();

        Debug.Log ("finished textures, starting scene");

        string scenePath = "[scene_bundle_url]";
        request = UnityWebRequest.GetAssetBundle (scenePath,0);
        yield return request.Send ();
        bundle = DownloadHandlerAssetBundle.GetContent(request);

        Debug.Log ("finished scene");

        string[] scenes = bundle.GetAllScenePaths();
        yield return SceneManager.LoadSceneAsync (scenes [0]);
        SceneManager.UnloadSceneAsync (SceneManager.GetActiveScene ());
    }
}

I’m using SRDebugger and while in Unity Editor the progress bar works just as it should, while testing it in browser the Debug.Log at line 19 just prints 0 until the bundle is downloaded. I am using Unity 5.5.0f3. Any sugestions?

EDIT: Same thing happens if I use WWW instead of UnityWebRequest.

Same thing for us. Anyone know how to fix this, or ping Unity on a work-around?

could you please submit a bug report and post the bug number here?

958358