Hey all,
So I’m adapting the Ray Wenderlich tower defense engine for my own purposes and starting to shape it with my own programmer art placeholders as the beginning of a prototype. The pinkish part of the screen are where the enemies (squares right now) come and travel. The green area with the gate is the “base” they try to smash. So far, it looks fine in the Unity editor. This screen shot is from there after a number of shots from my towers (circles) to the enemies:
However, this is what it looks like in the WebGL Player – notice the un-collected bullet projectiles building up.
Can any of you Unity guys explain this? Is WebGL just that nascent and underdeveloped as a platform in Unity 2018 to have bugs of this caliber?
Even worse: The waypoints behave differently. I have invisible start, middle, and end spots assigned to each enemy square. They work fine in the editor, but in the WebGL Player, the middle waypoints are sometimes out of bounds and cause some of the squares to indefinitely bang against the tops and bottoms.