s1gh7
July 15, 2022, 8:49am
1
Hi everybody,
I need to disable the complete console outputs in my WebGL release build. How do I get rid of the startup outputs?
I’m using Unity 2020.3 and for the WebGL build there is no “Use Player Log” like in the Standalone settings.
Thank’s for your help!
[Log] Loading player data from data.unity3d (MyGame_WebGL.framework.js, line 2)
[Log] Initialize engine version: 2020.3.35f1 (18e4db7a9996) (MyGame_WebGL.framework.js, line 2)
[Log] Creating WebGL 2.0 context. (MyGame_WebGL.loader.js, line 1)
[Log] Renderer: WebKit WebGL (MyGame_WebGL.framework.js, line 2)
[Log] Vendor: WebKit (MyGame_WebGL.framework.js, line 2)
[Log] Version: OpenGL ES 3.0 (WebGL 2.0) (MyGame_WebGL.framework.js, line 2)
[Log] GLES: 3 (MyGame_WebGL.framework.js, line 2)
[Log] OES_texture_float_linear GL_OES_texture_float_linear EXT_texture_compression_rgtc GL_EXT_texture_compression_rgtc EXT_texture_filter_anisotropic GL_EXT_texture_filter_anisotropic WEBGL_compressed_texture_s3tc GL_WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb GL_WEBGL_compressed_texture_s3tc_srgb WEBGL_lose_context GL_WEBGL_lose_context WEBGL_debug_shaders GL_WEBGL_debug_shaders WEBGL_debug_renderer_info GL_WEBGL_debug_renderer_info EXT_color_buffer_float GL_EXT_color_buffer_float EXT_color_buffer_half_float GL_EXT_color_buffer_half_float EXT_float_blend GL_EXT_float_blend KHR_parallel_shader_compile GL_KHR_parallel_shader_compile WEBGL_multi_draw GL_WEBGL_multi_draw (MyGame_WebGL.framework.js, line 2)
[Log] OPENGL LOG: Creating OpenGL ES 3.0 graphics device ; Context level <OpenGL ES 3.0> ; Context handle 25331144 (MyGame_WebGL.framework.js, line 2)
[Log] Input Manager initialize... (MyGame_WebGL.framework.js, line 2)
[Log] UnloadTime: 2.000000 ms (MyGame_WebGL.framework.js, line 2)
gtk2k
July 15, 2022, 11:27am
2
You can create a WebGLTemplate with a script that replaces the console and build it with the created template so that it will not be output.
<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Unity WebGL Player | {{{ PRODUCT_NAME }}}</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
<script>
var f = () =>{};
var c = {};
Object.keys(console).forEach(x => {
if(typeof(console[x]) === 'function'){
c[x] = f;
}
});
var orgConsole = console;
window.orgConsole = orgConsole;
var console = c;
window.console = console;
</script>
</head>
<body>
<div id="unity-container" class="unity-desktop">
<canvas id="unity-canvas" width={{{ WIDTH }}} height={{{ HEIGHT }}}></canvas>
<div id="unity-loading-bar">
<div id="unity-logo"></div>
<div id="unity-progress-bar-empty">
<div id="unity-progress-bar-full"></div>
</div>
</div>
<div id="unity-warning"> </div>
<div id="unity-footer">
<div id="unity-webgl-logo"></div>
<div id="unity-fullscreen-button"></div>
<div id="unity-build-title">{{{ PRODUCT_NAME }}}</div>
</div>
</div>
<script>
var container = document.querySelector("#unity-container");
var canvas = document.querySelector("#unity-canvas");
var loadingBar = document.querySelector("#unity-loading-bar");
var progressBarFull = document.querySelector("#unity-progress-bar-full");
var fullscreenButton = document.querySelector("#unity-fullscreen-button");
var warningBanner = document.querySelector("#unity-warning");
// Shows a temporary message banner/ribbon for a few seconds, or
// a permanent error message on top of the canvas if type=='error'.
// If type=='warning', a yellow highlight color is used.
// Modify or remove this function to customize the visually presented
// way that non-critical warnings and error messages are presented to the
// user.
function unityShowBanner(msg, type) {
function updateBannerVisibility() {
warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
}
var div = document.createElement('div');
div.innerHTML = msg;
warningBanner.appendChild(div);
if (type == 'error') div.style = 'background: red; padding: 10px;';
else {
if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
setTimeout(function() {
warningBanner.removeChild(div);
updateBannerVisibility();
}, 5000);
}
updateBannerVisibility();
}
var buildUrl = "Build";
var loaderUrl = buildUrl + "/{{{ LOADER_FILENAME }}}";
var config = {
dataUrl: buildUrl + "/{{{ DATA_FILENAME }}}",
frameworkUrl: buildUrl + "/{{{ FRAMEWORK_FILENAME }}}",
codeUrl: buildUrl + "/{{{ CODE_FILENAME }}}",
#if MEMORY_FILENAME
memoryUrl: buildUrl + "/{{{ MEMORY_FILENAME }}}",
#endif
#if SYMBOLS_FILENAME
symbolsUrl: buildUrl + "/{{{ SYMBOLS_FILENAME }}}",
#endif
streamingAssetsUrl: "StreamingAssets",
companyName: "{{{ COMPANY_NAME }}}",
productName: "{{{ PRODUCT_NAME }}}",
productVersion: "{{{ PRODUCT_VERSION }}}",
showBanner: unityShowBanner,
};
// By default Unity keeps WebGL canvas render target size matched with
// the DOM size of the canvas element (scaled by window.devicePixelRatio)
// Set this to false if you want to decouple this synchronization from
// happening inside the engine, and you would instead like to size up
// the canvas DOM size and WebGL render target sizes yourself.
// config.matchWebGLToCanvasSize = false;
if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
// Mobile device style: fill the whole browser client area with the game canvas:
var meta = document.createElement('meta');
meta.name = 'viewport';
meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
document.getElementsByTagName('head')[0].appendChild(meta);
container.className = "unity-mobile";
// To lower canvas resolution on mobile devices to gain some
// performance, uncomment the following line:
// config.devicePixelRatio = 1;
canvas.style.width = window.innerWidth + 'px';
canvas.style.height = window.innerHeight + 'px';
unityShowBanner('WebGL builds are not supported on mobile devices.');
} else {
// Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
canvas.style.width = "{{{ WIDTH }}}px";
canvas.style.height = "{{{ HEIGHT }}}px";
}
#if BACKGROUND_FILENAME
canvas.style.background = "url('" + buildUrl + "/{{{ BACKGROUND_FILENAME.replace(/'/g, '%27') }}}') center / cover";
#endif
loadingBar.style.display = "block";
var script = document.createElement("script");
script.src = loaderUrl;
script.onload = () => {
createUnityInstance(canvas, config, (progress) => {
progressBarFull.style.width = 100 * progress + "%";
}).then((unityInstance) => {
loadingBar.style.display = "none";
fullscreenButton.onclick = () => {
unityInstance.SetFullscreen(1);
};
}).catch((message) => {
alert(message);
});
};
document.body.appendChild(script);
</script>
</body>
</html>
2 Likes
WEBGL Without Custom Template: After building, go to “build” folder. Open “index.html,” find and after it Paste: Save. Refresh already opened page (localhost which had opened after the build was done) in browser ; console is disabled. WEBGL Using Custom Template: Open “index.html” inside webgl template folder that you are using. Find , paste script. Save. Build the application; console is disabled.
2 Likes