Is WEBGL working for you?

I am having some trouble with WEBGL build since Unity 5 b18 and would like to know if it is working well for other Unity users.

Thank you for your time to answer this poll.

I’ve had surprisingly great results so far. What are your troubles?

All cross-platform issues with the player aside, the WebGL player is v.stable from my experience. In light of the big technology rocks that were moved to make that happen, for example IL2CPP, it is quite an achievement.

What specific issues are you having with the WebGL player?

I am having a problem with a reasonably big project, with this error, that I have no idea where it comes from:

In file included from C:/Users/Samuel/Documents/Animagol_teste_2/Assets/…/Temp/StagingArea/Data\il2cppOutput\GeneratedInvokers.cpp:11230:

C:/Users/Samuel/Documents/Animagol_teste_2/Assets/…/Temp/StagingArea/Data\il2cppOutput/mscorlib_ArrayTypes.h:78:8: error: redefinition of ‘mscorlib_mscorlib_System_Collections_Generic_KeyValuePair_2_mscorlib_System_StringU002CU0020mscorlib_System_Int32_arr’

struct mscorlib_mscorlib_System_Collections_Generic_KeyValuePair_2_mscorlib_System_StringU002CU0020mscorlib_System_Int32_arr : public mscorlib_System_Array

^

C:/Users/Samuel/Documents/Animagol_teste_2/Assets/…/Temp/StagingArea/Data\il2cppOutput/mscorlib_System_Collections_Generic_KeyValuePair_2_gen_11.h:10:8: note: previous definition is here

struct mscorlib_mscorlib_System_Collections_Generic_KeyValuePair_2_mscorlib_System_StringU002CU0020mscorlib_System_Int32_arr

^

1 warning and 1 error generated.

ERROR root: compiler frontend failed to generate LLVM bitcode, halting

Could well be an issue with IL2CPP code generation in the context of C# generics, in your case a specific key value pair type. But I’m no expert on IL2CPP. I’m assuming you don’t have an issue with the same project as a standalone build?

This may be the same issue as Unity 5 b18 fails to build to WEBGL with only NGUI packaged imported - Unity Engine - Unity Discussions.

Finally I got the line which was avoiding it to build:

Dictionary<string,int[ ]> variable_name = new Dictionary<string, int[ ]> ();

Maybe this type cannot be converted yet. I will do a workaroud, since it is a non-important part of code.

The other thread was also posted by me, but it is about NGUI, which I am trying to replace by uGUI (not sure yet). Since the error will be fixed in next version, I am not worried about that anymore.

Thank you for your help.

Failed to run “C:\Program Files\Unity 5.0.0b18\Editor\Data\PlaybackEngines\webglsupport/BuildTools/Emscripten_Win/python/2.7.5.3_64bit/python.exe”
UnityEngine.Debug:LogError(Object)
NativeCompiler:RunProgram(ProcessStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:57)
NativeCompiler:Execute(String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:23)
UnityEditor.WebGL.Il2Cpp.EmscriptenCompiler:CompileDynamicLibrary(String, IEnumerable1, IEnumerable1, IEnumerable1, IEnumerable1)
UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:277)
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:204)
UnityEditor.HostView:OnGUI()

Can you run with no command arguments

C:\Program Files\Unity 5.0.0b18\Editor\Data\PlaybackEngines\webglsupport/BuildTools/Emscripten_Win/python/2.7.5.3_64bit/python.exe

from the command-line? Ctrl-D will exit the python interpreter that you should see launched. If the python executable launches fine then I guess there’s some issue with the command-line arguments.

WebGL works but without AntiAlias (Bug already reported).
I would like to have the filesize of the package to upload heavily reduced.

A custom embedding templates like ones for the Unity Webplayer would be helpful.
I have got some problems with toggling the fullscreen mode from inside the webgl player.
First, I just couldn’t invoke from the webgl player the SetFullscreen(fullscreen) function inside UniityConfig.js script, using Application.ExternalCall().
When setting the fullscreen mode from button inside the webgl player with Screen.fullScreen = true; I have to click anywhere on the canvas for the second time to get this action - see the link:
http://virtualplayground.d2.pl/WebGL/fullbrowser/
I also could not get to work SystemInfo.deviceUniqueIdentifier inside webgl player.

Yes, I can run from the command line no problem.

Someone with more knowledge of the inner-workings of this than me will need to help out. I’d suggest submitting a bug if it is reproducible with a reasonably small project.