WebGL Build (empty project) using Webassembly fails with following error if strip engine conde is off:
@“…\WebAssemblyTest\WebAssemblyTest\Assets..\Temp\emcc_arguments.resp”
stdout:
stderr:WARNING:root:–separate-asm works best when compiling to HTML. otherwise, you must yourself load the ‘.asm.js’ file that is emitted separately, and must do so before loading the main ‘.js` file
warning: unresolved symbol: glGetInternalformativwarning: unresolved symbol: _ZN4FMOD13DSPConnection6setMixEfwarning: unresolved symbol: glUnmapBufferwarning: unresolved symbol: glMapBufferRangewarning: unresolved symbol: glFlushMappedBufferRangeTraceback (most recent call last):
File “C:\Program Files\Unity 5.6.0b7\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emcc”, line 13, in
emcc.run()
File “C:\Program Files\Unity 5.6.0b7\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten\emcc.py”, line 2029, in run
subprocess.check_call(cmd, stdout=open(wasm_text_target, ‘w’))
File “C:\Program Files\Unity 5.6.0b7\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten_Win\python\2.7.5.3_64bit\lib\subprocess.py”, line 542, in check_call
raise CalledProcessError(retcode, cmd)
subprocess.CalledProcessError: Command ‘[u’C:\Program Files\Unity 5.6.0b7\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten_FastComp_Win\binaryen\bin\asm2wasm’, ‘…\Temp\StagingArea\Data\linkresult_wasm\build.asm.js’, ‘–total-memory=524288000’, ‘-O3’, ‘–mem-init=…\Temp\StagingArea\Data\linkresult_wasm\build.js.mem’, ‘–mem-base=1024’, ‘–wasm-only’]’ returned non-zero exit status -1073740791
UnityEditor.HostView:OnGUI()
Exception: Failed building WebGL Player.
UnityEditor.WebGL.ProgramUtils.StartProgramChecked (System.Diagnostics.ProcessStartInfo p) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/ProgramUtils.cs:48)
UnityEditor.WebGL.WebGlBuildPostprocessor.EmscriptenLink (BuildPostProcessArgs args, Boolean wasmBuild, System.String sourceFiles, System.String sourceFilesHash) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:391)
UnityEditor.WebGL.WebGlBuildPostprocessor.LinkBuild (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:440)
UnityEditor.WebGL.WebGlBuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/BuildPostprocessor.cs:870)
UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTargetGroup targetGroup, BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:186)
UnityEditor.HostView:OnGUI()
if strip engine code is enabled:
-Build is successful but runing on firefox-nightly with webassembly option enabled stops with error:
CompileError: wasm validation error: at offset 432: non-fallthrough instruction must be followed by end or else
with webassembly option disabled scene load, but i think it doest use webassemly, only asm.js