Thank you for your reply,Marco.
I can build and run without ticking development build option.
And when I hit the “BuildRoom” button, it will pop out an alert message like this:

Then I try to adding →
【UnityLoader.SystemInfo.hasWasm = false; "】
before–>
【var gameInstance = UnityLoader.instantiate(“gameContainer”, “Build/Auto3DModeling.json”, {onProgress:
UnityProgress}); 】in the index.html.
So you can see the errors discussed above.
【MY first question】Why the same player settings between my project and an empty project will end in different result?
Then I had token your advised to make a development build(And I also ticked “Use pre-built engine” and “Script only built”), but I cannot build my project successfully.
But if I build an empty project through the same settings, it can build and run successfully…
The followings are the settings and building errors:




【1】
Failed running D:\Unity\2017.1.0f3\Unity\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --development-mode --dotnetprofile=“net45” --compile-cpp --libil2cpp-static --platform=“WebGL” --architecture=“EmscriptenJavaScript” --configuration=“Debug” --outputpath=“D:\Delta_Unity\Auto3DModeling\Assets /…/Temp/StagingArea/Data\Native\build.bc” --cachedirectory=“D:\Delta_Unity\Auto3DModeling\Assets..\Library/il2cpp_cache” --compiler-flags="-Oz -DIL2CPP_EXCEPTION_DISABLED=1 " --map-file-parser=“D:\Unity\2017.1.0f3\Unity\Editor\Data\Tools\MapFileParser\MapFileParser.exe” --assembly=“D:\Delta_Unity\Auto3DModeling\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll” --assembly=“D:\Delta_Unity\Auto3DModeling\Temp\StagingArea\Data\Managed\UnityEngine.Analytics.dll” --assembly=“D:\Delta_Unity\Auto3DModeling\Temp\StagingArea\Data\Managed\UnityEngine.dll” --generatedcppdir=“D:\Delta_Unity\Auto3DModeling\Temp\StagingArea\Data\il2cppOutput”
stdout:
Building build.bc with EmscriptenToolChain.
Output directory: D:\Delta_Unity\Auto3DModeling\Temp\StagingArea\Data\Native
Cache directory: D:\Delta_Unity\Auto3DModeling\Library\il2cpp_cache
il2cpp.exe didn’t catch exception: Unity.IL2CPP.Building.BuilderFailedException: D:\Delta_Unity\Auto3DModeling\Temp\StagingArea\Data\il2cppOutput\UnityClassRegistration.cpp:443:16: error: use of undeclared identifier ‘AssetImporter’
RegisterClass();
^
1 error generated.
ERROR:root:compiler frontend failed to generate LLVM bitcode, halting
Invocation was: Executable: “D:\Unity\2017.1.0f3\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten_Win\python\2.7.5.3_64bit\python.exe”
Arguments: “D:\Unity\2017.1.0f3\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\em++” -Wno-unused-value -Wno-invalid-offsetof -nostdinc -fno-strict-overflow -std=c++11 -O1 -g0 -Oz -DIL2CPP_EXCEPTION_DISABLED=1 -DIL2CPP_DEVELOPMENT=1 -DNET_4_0 -DRUNTIME_IL2CPP -I"D:\Unity\2017.1.0f3\Unity\Editor\Data\il2cpp\libil2cpp" -I"D:\Unity\2017.1.0f3\Unity\Editor\Data\il2cpp\external\boehmgc\include" -I"D:\Delta_Unity\Auto3DModeling\Temp\StagingArea\Data\il2cppOutput" “D:\Delta_Unity\Auto3DModeling\Temp\StagingArea\Data\il2cppOutput\UnityClassRegistration.cpp” -o “D:\Delta_Unity\Auto3DModeling\Library\il2cpp_cache\C10AF4F5D817481E6C687A1B04C5F9DA.o”
�� Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector)
�� Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
�� Unity.IL2CPP.Building.Statistics.BuildingTestRunnerHelper.BuildAndLogStatsForTestRunner(CppProgramBuilder builder, IBuildStatistics& statistics)
�� il2cpp.Program.DoRun(String[ ] args)
�� il2cpp.Program.Run(String[ ] args)
�� il2cpp.Program.Main(String[ ] args)
stderr:
���B�z���ҥ~���p: Unity.IL2CPP.Building.BuilderFailedException: D:\Delta_Unity\Auto3DModeling\Temp\StagingArea\Data\il2cppOutput\UnityClassRegistration.cpp:443:16: error: use of undeclared identifier ‘AssetImporter’
RegisterClass();
^
1 error generated.
ERROR:root:compiler frontend failed to generate LLVM bitcode, halting
Invocation was: Executable: “D:\Unity\2017.1.0f3\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten_Win\python\2.7.5.3_64bit\python.exe”
Arguments: “D:\Unity\2017.1.0f3\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\em++” -Wno-unused-value -Wno-invalid-offsetof -nostdinc -fno-strict-overflow -std=c++11 -O1 -g0 -Oz -DIL2CPP_EXCEPTION_DISABLED=1 -DIL2CPP_DEVELOPMENT=1 -DNET_4_0 -DRUNTIME_IL2CPP -I"D:\Unity\2017.1.0f3\Unity\Editor\Data\il2cpp\libil2cpp" -I"D:\Unity\2017.1.0f3\Unity\Editor\Data\il2cpp\external\boehmgc\include" -I"D:\Delta_Unity\Auto3DModeling\Temp\StagingArea\Data\il2cppOutput" “D:\Delta_Unity\Auto3DModeling\Temp\StagingArea\Data\il2cppOutput\UnityClassRegistration.cpp” -o “D:\Delta_Unity\Auto3DModeling\Library\il2cpp_cache\C10AF4F5D817481E6C687A1B04C5F9DA.o”
�� Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector)
�� Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
�� Unity.IL2CPP.Building.Statistics.BuildingTestRunnerHelper.BuildAndLogStatsForTestRunner(CppProgramBuilder builder, IBuildStatistics& statistics)
�� il2cpp.Program.DoRun(String[ ] args)
�� il2cpp.Program.Run(String[ ] args)
�� il2cpp.Program.Main(String[ ] args)
UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73) UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List1, Action1, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:324) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(ICollection1, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:305)
UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:151)
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:41)
UnityEditor.HostView:OnGUI()
【2】
Exception: D:\Unity\2017.1.0f3\Unity\Editor\Data\il2cpp/build/il2cpp.exe did not run properly!
UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:130)
UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action1[T] setupStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List1[T] arguments, System.Action1[T] setupStartInfo, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:324) UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (System.Collections.Generic.ICollection1[T] userAssemblies, System.String outputDirectory, System.String workingDirectory) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:305)
UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:151)
UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry, System.Boolean debugBuild) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:41)
UnityEditor.WebGL.WebGlBuildPostprocessor.CompileBuild (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:340)
UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:873)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:263)
UnityEditor.HostView:OnGUI()
【3】
UnityEditor.BuildPlayerWindow+BuildMethodException: Build failed with errors.
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x001b9] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:162
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00050] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:83
UnityEditor.HostView:OnGUI()
【MY second question】If I only tick “Development Build”,it can build and run no matter for my project or an empty project. Do you know the differences between these two settings?
But if I only tick “Development Build” option, it can build and run successfully!!@@"

However, when I hit “Build_Room” button, it show an error message like this:

An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
uncaught exception: abort(110) at jsStackTrace (Output.asm.framework.unityweb:1161:12)
stackTrace (Output.asm.framework.unityweb:1175:11)
abort (Output.asm.framework.unityweb:19434:43)
nullFunc_iii (Output.asm.framework.unityweb:15074:2)
b110 (Output.asm.code.unityweb:2666836:1)
_LogManager_GetClassFullName_m2245088715 (Output.asm.code.unityweb:1601009:1)
_LogManager_GetCurrentClassLogger_m3935487690 (Output.asm.code.unityweb:2200625:1)
_AccessOG__cctor_m426584326 (Output.asm.code.unityweb:2261929:1)
_Z31RuntimeInvoker_Void_t1841601450PFvvEPK10MethodInfoPvPS4 (Output.asm.code.unityweb:2564241:1)
__ZN6il2cpp2vm7Runtime6InvokeEPK10MethodInfoPvPS5_PP15Il2CppException (Output.asm.code.unityweb:2393264:1)
__ZN6il2cpp2vm7Runtime9ClassInitEP11Il2CppClass (Output.asm.code.unityweb:1139036:1)
__ZN6il2cpp2vm6Object16NewAllocSpecificEP11Il2CppClass (Output.asm.code.unityweb:1902734:1)
__ZN6il2cpp2vm6Object3NewEP11Il2CppClass (Output.asm.code.unityweb:2615468:1)
_ParseData_InitialOG_m3662289776 (Output.asm.code.unityweb:1674107:1)
_ParseData_OpenAssetConfig_m1482245994 (Output.asm.code.unityweb:208033:1)
_ParseData_GetAssetConfig_m1444074103 (Output.asm.code.unityweb:2089937:1)
_ParseData_GetRackInfo_m581970209 (Output.asm.code.unityweb:2045963:1)
_GUIbtnTest_OnGUI_m1295899384 (Output.asm.code.unityweb:593857:1)
_Z31RuntimeInvoker_Void_t1841601450PFvvEPK10MethodInfoPvPS4 (Output.asm.code.unityweb:2564241:1)
__ZN6il2cpp2vm7Runtime6InvokeEPK10MethodInfoPvPS5_PP15Il2CppException (Output.asm.code.unityweb:2393264:1)
_il2cpp_runtime_invoke (Output.asm.code.unityweb:2422050:1)
__Z23scripting_method_invoke18ScriptingMethodPtr18ScriptingObjectPtrR18ScriptingArgumentsP21ScriptingExceptionPtrb (Output.asm.code.unityweb:2208572:1)
__ZN19ScriptingInvocation6InvokeEP21ScriptingExceptionPtrb (Output.asm.code.unityweb:1315829:1)
__Z18MonoBehaviourDoGUIiR14ObjectGUIStateN13MonoBehaviour13GUILayoutTypeEi18ScriptingMethodPtr4PPtrIS1_E (Output.asm.code.unityweb:686127:1)
__ZN11IMGUIModule18MonoBehaviourDoGUIEiR14ObjectGUIStateN13MonoBehaviour13GUILayoutTypeEi18ScriptingMethodPtr4PPtrIS2_E (Output.asm.code.unityweb:1946160:1)
__ZN13MonoBehaviour5DoGUIENS_13GUILayoutTypeEii (Output.asm.code.unityweb:1156778:1)
__ZL18MonoBehaviourDoGUIPvN13MonoBehaviour13GUILayoutTypeEii (Output.asm.code.unityweb:2508357:1)
__ZN10GUIManager10DoGUIEventER10InputEventb (Output.asm.code.unityweb:178104:1)
__ZN10GUIManager16SendQueuedEventsEv (Output.asm.code.unityweb:957397:1)
__ZZN10GUIManager14InitGUIManagerEvEN41PreUpdateIMGUISendQueuedEventsRegistrator7ForwardEv (Output.asm.code.unityweb:2358888:1)
__Z10PlayerLoopv (Output.asm.code.unityweb:527984:1)
__ZL8MainLoopv (Output.asm.code.unityweb:1541299:1)
dynCall_v (Output.asm.code.unityweb:2669140:1)
browserIterationFunc (Output.asm.framework.unityweb:2408:4)
runIter (Output.asm.framework.unityweb:2510:5)
Browser_mainLoop_runner (Output.asm.framework.unityweb:2446:3)
Let me leave those building errors above behind.
I guess that maybe the problem occurs when I hit the “Build_Room” button.
Let me explain this button function.
We have already had some static data which record racks and assets’ details.
And if I hit “Build_Room” button, it will try to connect the operational gateway to retrieve the data to auto build the data center in 3D way.
Because we have many dlls defined before, I will referenced the dlls used in my code.
And actually I faced a problem I had figured out is that I cannot build and run if I don’t add every relative dll in my code even I don’t use certain dll.
For example, I reference A.dll which is referenced by B.dll or references C.dll.
But I even do not use B or C dll, it cannot build and run if I don’t add B and C.dll into my code…
So I guess maybe this is the rule(?) Unity had to prevent the null error or something, am I right? ><
【MY third question】 “The memory out of bounds.” Is that because the connecting and retrieving data caused the memory out of bounds? But why other webGL games developed by Unity won’t face this problem? I don’t know how to allocate the memory use through connective or retrieving layer even I had read many resources online such as: https://blogs.unity3d.com/2016/09/20/understanding-memory-in-unity-webgl/
Or do I go wrong way to see my problem?><
But if I build and run as .exe file, it run quickly and successfully.
Thank you for your reply and help in advanced.