has anyone come across linerenderer issues when compiling for WebGL?
I have the issue below and am wondering how to start approaching the issue. Has the packaging dropped the Linerenderer Material?
The top is the editor and desktop view of the targeting line,
the bottom shows what I get in google chrome.
Hi telecaster,
It appears that we can see more than we should in the lower screenshot. Is the LineRenderer being reflected in the pond in front of the castle? If not, attach Lightmap Parameters to the LR or check “Generate Lighting Data” or take a look at your Global Illumination settings. (That usually does the trick for me when working with LRs) .
If that doesn’t help, the material or shader might be the culprit. I assume you are using something along the line of an additive or multiplied shader? But it’s hard to tell without more info. I hope you gonna kill that deer.
Thank you for the response. There should be no reflection in the pond. The lighting data regeneration did the trick. It must have been a bad build on the materials side as I was unable to reproduce it after the manual regeneration (normally on auto). Good idea - might introduce some random animals in the project. But I think i will make them “auto evade”.