Hi.
I’m desperate.
I have 2 scenes in my project. the first one is the loading screen which uses the following code:
void Start()
{
StartCoroutine(waitAsecond(1f));
}
IEnumerator waitAsecond(float waitTime)
{
yield return new WaitForSeconds(waitTime);
StartCoroutine(Load());
}
IEnumerator Load()
{
Debug.Log("Load");
async = Application.LoadLevelAsync(LevelToLoad);
async.allowSceneActivation = false;
yield return async.isDone;
yield return loadingComplete = 100;
SwitchScene();
}
private void SwitchScene()
{
Debug.Log("SwitchScene");
if (async != null)
async.allowSceneActivation = true;
}
When i press play in the editor,everything seems fine and no errors appear. When i build the project and run it on my local system it runs fine.
but then…
When i upload it to the server i begin to get all these strange errors on chrome only.
Note: when i built the project in unity 5.0 and uploaded the files to the server it was working (slow,but working).
now after upgrading to 5.2 i get these errors.
Another Note: when i built the project in 5.0 i used the WebGLStraming script from the asset store to split resources.
Errors i get in Chrome:
WebGL: INVALID_OPERATION: texImage2D: incompatible format and internalformat
WebGL: drawElements: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not ‘texture complete’. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.
*FF works fine.
Any help would be appreciated, ive tried to search this errors but got to nowhere.