Help with Trail Renderer

This is an issue I have in my game WIP: Nuck Chorris vs Robot Ninjas from Outer Space.

Basically I have two trail renderers attached to the character’s foot and shin that get activated and deactivated by a script some fractions of second within a roundhouse kick animation.
It worked in the Unity editor player but once I build the web file it stops showing (it was there, please believe me! :))

If anyone has ran into this issue I’d be very grateful if they share their experience. I’m thinking several reasons for this:

  1. The quality of the web build is low. The problem is that it’s the same quality of the editor player, checked it twice…

  2. I’m using indie version of Unity.

  3. There might be a hidden setting that’s disabling it.

  4. Maybe the web browser is messing with the timers and the trail renderer is not activated?

Anyway, I’m just guessing, so if anyone knows about this I’d really appreciate any help.

Thanks!

Are you sure the code that starts the trail renderers is framerate independent? Perhaps you could post the script just to check.

You know? That is a great idea!

Here’s the code:

function DoRoundhouse(){
	//Disable input
	busy = true;

	//Play animation
	animation.CrossFade("Roundhouse", 0.1);
	yield WaitForSeconds(roundhouseConfig.attackStepTime);
	//Step forward
	controller.Move(gameObject.transform.TransformDirection(Vector3.forward)
		* 0.5);
	yield WaitForSeconds(roundhouseConfig.attackHitTime);

	//Start of the hurting part of the kick

	tEnabler.EnableTrail("LowerLeg_R");
	tEnabler.EnableTrail("Foot_R");
	yield WaitForSeconds(roundhouseConfig.attackHitFinishTime);

	//End of the hurting part of the kick

	tEnabler.DisableTrail("LowerLeg_R");
	tEnabler.DisableTrail("Foot_R");
	yield WaitForSeconds(roundhouseConfig.attackTime
		- (roundhouseConfig.attackHitFinishTime
		+ roundhouseConfig.attackHitTime
		+ roundhouseConfig.attackStepTime));
	//Ending animation
	
	//Enable input
	busy = false;
}

function EnableTrail(parentGameObjectName : String) {
	SetStatus(parentGameObjectName, true);
}

function DisableTrail(parentGameObjectName : String) {
	SetStatus(parentGameObjectName, false);
}

function SetStatus(parentGameObjectName : String, status : boolean){
	var trailParent = GameObject.Find(parentGameObjectName);
	if(trailParent){
		var tRenderer : TrailRenderer = trailParent.GetComponent(TrailRenderer);
		if(tRenderer){
			tRenderer.enabled = status;
		}
	}
}

The funny thing is that it works flawlessly in the Unity editor.

Thanks for the help!