hi, when I modify native C++ plugin code, and regenerate a new bc(bitcode) file by emscripten, but there seems my exported scene just use and link the previous bc file when i build WebGL Development Build and enable the use pre-built engine option on, so is there some ways to regenerate the pre-built engine or clean the previous cached bc file?
seems cached on other places? i delete the whole Library folder but it didn’t fix this.
my unity version is 5.4.3f1.
test: if i disable the use pre-built engine option, i can build a html performed correctly.
hi, the attachment prebuiltengine.rar is a test project, and i found that if enbale the pre-built engine option when exported to the WebGL, the bc file will not link? some test results as belows:
unity version: 5.4.3f1
emscripten version: 1.34.1
bc file source code locate on prebuiltengine/c source code
the development build file is too large, i didn’t upload web1/web2/web3 dirs.
and i check the emscripten document for keyword ‘EMCC_FORCE_STDLIBS’, it seems that unity eliminate the process of linking bc file when enable the use pre-built engine option.