Is there such a thing that would let me resolve what the minified function names are? The issue is that I have one function i know as “Ijt” that can spin for seconds at times during my game, but a developer build barely runs at all and requires a lot of changes to my s3 upload process that i’d like to avoid making… So is there any sort of lookup file generated when unity compiles the project?
Edit your ProjectSettings.asset file, and look for the “WebGL::emscriptenArgs:” line
Change that line so it reads “WebGL::emscriptenArgs: --emit-symbol-map” (notice the space before the dashes)
Next time you launch a build, look in the Temp/StagingArea/Data folder for the “.js.symbols”, you’ll find what you need
It would really be nice if Unity could expose this feature
Thank you so much for this.
Unity 5.4 will always set this flag by default (because we will start analyzing generated symbols internally to generate a report on where the build size goes).
It would be nice to have some sort of option to extend arguments too jonas. my args looks like this
-s EXPORTED_FUNCTIONS="['_main','_SendMessageInt','_SendMessageFloat','_SendMessageString','_SendMessage','_SetFullscreen','_bblpny_bgm_init','_bblpny_bgm_ctor','_bblpny_bgm_dtor','_bblpny_bgm_proc','_bblpny_bgm_pcm1','_bblpny_bgm_pcm2','_bblpny_bgm_ivok','_bblpny_bgm_uvok','_bblpny_bgm_dbls','_bblpny_bgm_ndbl','_bblpny_bgm_ints','_bblpny_bgm_nint','_bblpny_bgm_wrds','_bblpny_bgm_nwrd','_bblpny_bgm_flts','_bblpny_bgm_nflt','_bblpny_bgm_bufs','_bblpny_bgm_nbuf','_realloc','_bblpny_http_register','_bblpny_http_deleg','_bblpny_http_mem_alloc','_bblpny_http_mem_free','_bblpny_http_pulse','_malloc','_free',]" --emit-symbol-map
since i write some of the stuff in C that the jslib references i have to supply EXPORTED_FUNCTIONS this way. and the problem is that whatever i enter overwrites the prior value unity places on the command line… so i have to check that i’ve included everything unity places in EXPORTED_FUNCTIONS.