Disable console outputs on WebGL release build

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)

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