This is probably something I am doing wrong, but if I add a sprite to a scene, localise the component and then run the game in a WebGL build, the browser freezes as the WebGL game loads (around 90%).
I’ve tried compressing the sprites but this doesn’t seem to make any difference, as well as creating the build in all the various Unity versions available and getting the same issue.
If I disable this component, the game starts up fine so maybe it’s something up with the LocalizeSpriteEvent script?
Could someone please confirm if this is working or if it is something on my computer?
The issue is marked as Won’t Fix, mentioning that WaitForCompletion should not be used for WebGL. Would it be possible to mark with a warning or disable options that would break the build? Should probably save a lot of time for other users in the future
I’ve spent quite some time before finding this thread, here is how I fixed it for anyone interested:
Disable Initialize Synchronously option of Localization Settings (should be easy to restrict for WebGL for sure) - this results in an internal WaitForCompletion call
Avoid calling WaitForCompletion in own code, for example, don’t use LocalizedStringTable.GetTable(). This one is probably on Addressables to throw a warning