WebGL Script Is Not Running

I started with Unity Essentials path. I finished the lava covered floor part. When ı publish my game with WebGL, the ball is not growing but in the unity editor, it works. How can i fix it ?

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Welcome to debugging! You can either print out stuff to the log and view it in the browser, or print stuff to text UI elements that you add to the game screen.

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

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 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.

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 or iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

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.

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:

When in doubt, print it out!™

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

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I’m having the same issue - did you resolve it?

I resolved it by making my scale values bigger. Not sure why the smaller values don’t work.

When I look back, I don’t remember the exact reason and solution, but with my current guesses, I can guess the cause of this problem.
I guess the problem here is that the growth of scale values is done within the Update function. When running it in the editor, it runs at high fps (frame per seconds) values such as +200 +300 fps and calls the Update function for each frame. When we get the build due to 30 fps, the Update function is called 30 times and is very slow compared to the editor. Putting large scale values therefore equalizes the situation even though it is called a small number of times.

You should check: https://docs.unity3d.com/550/Documentation/ScriptReference/Application-targetFrameRate.html

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