Hey All,
I’m testing how to load an addressable remote content catalog via WebGL. I have done the following:
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Created the catalog and asset in ProjectSecondary
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Created a profile for my remote location (mywebsite.com is available for purchase - Sedo.com) and set the Load path to the remote location
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Set the project build to “WebGL”
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Built the addressable catalog / asset bundle
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Successfully loaded the asset in a different project (ProjectSource) using the remote location path from step 2 via LoadContentCatalogAsync() from within the Unity Editor Runtime
When I build ProjectSource as a WebGL project, however, and try to do the same, I get the following error:
Any clue as to why it is failing in WebGL?
Any help appreciated!
-Jason