Web player communication to Unity not working on Windows machines

For the Web Player I make calls from the html file to the unity player. It works great for computers running Mac OSX but not for Windows. Please if anyone can tell me why this is happening or if I can downgrade my version of Unity that might work as well. Thanks!

Here is the javascript in my html file I am using:

		<script type='text/javascript' src='https://ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.min.js'></script>
		<script type="text/javascript">
		<!--
		var unityObjectUrl = "http://webplayer.unity3d.com/download_webplayer-3.x/3.0/uo/UnityObject2.js";
		if (document.location.protocol == 'https:')
			unityObjectUrl = unityObjectUrl.replace("http://", "https://ssl-");
		document.write('<script type="text\/javascript" src="' + unityObjectUrl + '"><\/script>');
		-->
		</script>
		<script type="text/javascript">
		<!--
			var config = {
				width: 1100, 
				height: 740,
				params: { enableDebugging:"0" }
				
			};
			var u = new UnityObject2(config);

			jQuery(function() {

				var $missingScreen = jQuery("#unityPlayer").find(".missing");
				var $brokenScreen = jQuery("#unityPlayer").find(".broken");
				$missingScreen.hide();
				$brokenScreen.hide();
				
				u.observeProgress(function (progress) {
					switch(progress.pluginStatus) {
						case "broken":
							$brokenScreen.find("a").click(function (e) {
								e.stopPropagation();
								e.preventDefault();
								u.installPlugin();
								return false;
							});
							$brokenScreen.show();
						break;
						case "missing":
							$missingScreen.find("a").click(function (e) {
								e.stopPropagation();
								e.preventDefault();
								u.installPlugin();
								return false;
							});
							$missingScreen.show();
						break;
						case "installed":
							$missingScreen.remove();
						break;
						case "first":
						break;
					}
				});
				u.initPlugin(jQuery("#unityPlayer")[0], "Build1-13.unity3d");
				
				u.getUnity().SendMessage("Startup", "SetTrainingType", "AirLeak");
			});
		-->
		</script>

http://docs.unity3d.com/Documentation/Manual/WorkingwithUnityObject.html

This says that getUnity() returns null if the plugin has not initialised. Since you call initPlugin and then immediately call getUnity I imagine that you’re getting null. You might want the game to call back to the JS on the page to say it’s loaded and ready to go, rather than just assume it’s loaded and hit it with a SendMessage.