WebGL saving game

Last summer I used serialization with jslib syncfiles on a game … and I could save games in WebGL … now in 2018 i can not. I have tried playerprefs … Json Utility and my old trick above … all work in editor and in standalone … but none work in WebGL. The 2 main things that have changed since … I use 5.6.5 Unity now … and Firefox quantum. My old game on Itch … still works and saves … but anything new will not … I need a way for WebGL players to save their game progress … hopefully without resorting to a 3rd party program.

Ok … I have just stepped into the twilight zone … check this out. I got my old game updated to 5.6.5 … using the exact same code … I build it in WebGL … and it works! … However … the exact same code … does NOT work in my new game!
I am now going through the Unity Editor to see if there’s anything different in there … I am just utterly baffled right now.
6 days I have been stuck on this problem.

The plot thickens … I built a new project to test my WebGL save … and it worked! … Something is wrong with my new game … and I don’t know what.

Well … my final solution was to create a new project and shift my game files to it … now I can save on WebGL.

This reads like some sort of diary. :smile:

Perhaps some previously saved data / state associated with that particular project broke the system?

The working and non working versions both save exactly 1,139 integers. The non working would still save in WebGL … and a syncfiles check showed that also firing … then load would work … the problem came when starting a new session … the file would be gone. So … if it fits within that scope …

If you still have the old project before you copied stuff to the new one, I wonder if you either a) did a reimport all, or else b) delete the Library subfolder and then reimport all.

Extra points for using Lazlo as your avatar picture.

I manually dragged most of the assets over to the new project(some asset folders i didn’t need) … trying to remember … but I don’t think I touched the Library folder … was trying to avoid potential problem folders and just bring over what I had to … I love Lazlo hehe

webGL doesn’t work - none of my games for web browsers save as web browser games … PLEASE HELP!!!1!!!11!!!

Please don’t necro-post. If you have a new question, make a new post. It’s FREE!!

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

This is the bare minimum of information to report:

  • what you want
  • what you tried
  • what you expected to happen
  • what actually happened, log output, variable values, and especially any errors you see
  • links to actual Unity3D documentation you used to cross-check your work (CRITICAL!!!)

The purpose of YOU providing links is to make our job easier, while simultaneously showing us that you actually put effort into the process. If you haven’t put effort into finding the documentation, why should we bother putting effort into replying?

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: https://discussions.unity.com/t/481379

  • Do not TALK about code without posting it.
  • Do NOT post unformatted code.
  • Do NOT retype code. Use copy/paste properly using code tags.
  • Do NOT post screenshots of code.
  • Do NOT post photographs of code.
  • Do NOT attach entire scripts to your post.
  • ONLY post the relevant code, and then refer to it in your discussion.

If you need more information about what your program is doing as well as how and where it is deviating from your expectations, that means it is…

Time to start debugging!

By debugging you can find out exactly what your program is doing so you can fix it.

Here is how you can begin your exciting new debugging adventures:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the names of the GameObjects or Components involved?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

If your problem is with OnCollision-type functions, print the name of what is passed in!

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

If you are looking for how to attach an actual debugger to Unity: https://docs.unity3d.com/2021.1/Documentation/Manual/ManagedCodeDebugging.html

“When in doubt, print it out!™” - Kurt Dekker (and many others)

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

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