I’ve created a custom template for WebGL which I can choose when I build the project (as I’ve done with WebPlayer templates in the past) but when building with anything other than the default template I receive the following error:
Failed running python “/Applications/Unity 5.1.1f1/Unity.app/Contents/PlaybackEngines/WebGLSupport/BuildTools/Emscripten/emcc” @“/Users/whoever/whatever/Assets/…/Temp/emcc_arguments.resp”
stdout:
stderr:
e[0;33mwarning:e[0m emitted code will contain very large numbers of local variables, which is bad for performance (build to JS with -O2 or above to avoid this - make sure to do so both on source files, and during ‘linking’)
warning: unresolved symbol: glFlushMappedBufferRange
warning: unresolved symbol: glGetInternalformativ
warning: unresolved symbol: tcflush
warning: unresolved symbol: pthread_create
warning: unresolved symbol: _ZN4FMOD13DSPConnection6setMixEf
warning: unresolved symbol: glUnmapBuffer
warning: unresolved symbol: glGetStringi
warning: unresolved symbol: glProgramBinary
warning: unresolved symbol: glMapBufferRange
warning: unresolved symbol: glGetProgramBinary
warning: unresolved symbol: glCopyBufferSubData
Traceback (most recent call last):
File “/Applications/Unity 5.1.1f1/Unity.app/Contents/PlaybackEngines/WebGLSupport/BuildTools/Emscripten/emcc”, line 1656, in
assert ‘{{{ SCRIPT }}}’ in shell, ‘HTML shell must contain {{{ SCRIPT }}} , see src/shell.html for an example’
AssertionError: HTML shell must contain {{{ SCRIPT }}} , see src/shell.html for an example
Using Unity 5.1.1f1 on a Mac.
Any tips?