I have recently transferred my project from an unity account to another. Then, I setup a new project collaboration with my team member (Also, I did some code changes). My team member (who is responsible for making the web build) downloaded my project and built a webgl version of the tool. When I tried to run it that happens.
It took me some time to found out that when I deep cleared cache and browsing data, the webgl tool can run again.
But the next time I load the tool again, the same error will happen…
Is this a familiar issue? I can’t seem to find any solution in my search around the internet.
Memory allocated is 1025MB
(Update : consistently even after clearing cache, it can only be run in Firefox, Chrome will not run the tool)
I am not familiar with this problem, sorry. It sounds like you may be hitting some browser limit. Maybe a IndexedDB problem but it’s hard to say for sure.
Apparently it was nothing related to the IndexedDB problem, I managed to run it after I change all the texture max size limit to lower , which is 256. (Before the duplication of my project, all the texture max size are adjusted to 256, the “not working/duplicated” version having mostly max texture limit of 2048).
Although the build file size are the same, I guessing somewhere in the WebGL takes time to compress larger size limit textures?
For me seems to be a random bug, probably something to be with memory leaks. In my case i have a lot of textures of multiple sizes and a large scene and everything works well… until i include a box with a collider inside. It’s crazy
@Marco-Trivellato , I’m presently converting an android game to Facebook Instant game… the problem in the loading scene, the loading stops at 90% for 30 - 35 seconds and then the unity splash screen appears… I’m using Unity 2018.1.6f1… is there a way to shorten this loading time??
Slightly similar issue, I developed a fully functional game which worked all good on ios [Safari] too. At the start I make a few calls to a server side script to validate credentials. The game loads till 90% and waits for almost 30 - 45 mins then initializing the game. So which means the game initializes all fine accept that it takes a lot of time time to initialize. Note the wait time - 30-45 is actually mins and not seconds. What could be the issue?
I am still facing this issue, I am using UNITY 2019.1.1f1. I am searching for this from the long time but did not get any good luck. I have tried all the possible ways Like - Reducing the Texture, Enable Stripe Code Engine, Change Build compression type and much more. But I am still suffering with this critical issue. I will be very thankful if anyone answer this question.
To debug long startup times, I recommend using Firefox with its Firefox Profiler add-on, from https://profiler.firefox.com/. That tool can display a timeline of the whole startup process, and can be used to analyze how much time is being spent on each part of the startup sequence. That tool can be used to distinguish between network download time vs Unity engine startup time, among others.
I have the same problem.
Luckily I kept the WebGL build of the previous version (unfortunately not the project itself) by uploading the new build to a different directory on the server.
I have this issue now. Tho old version still runs fine.
The newer one has more functionality.
With the old version which runs on my computer, one user reported this problem. Later it worked for him, without any appearent reason.
I’ve run into the same problem when I tried to upload a zipped archive of a project I’m working on to itch.io to test a webGL build of it. (zipped with the built-in compression tool which comes with Win10, using “send to - archive” from the context menu of the build folder in Explorer). After trying out various suggestions I’ve read online, like disabling logging in the player settings etc, I finally found that disabling compression in the Unity project settings (player settings - publishing settings - compression format - disabled) does the trick, and allowed the project to start up. At least in my situation, as I’m uploading an archive of the build folder. I don’t really have an idea why, maybe it’s because I previously put gzipped .js files into another archive… And maybe there’s another way without disabling compression in Unity, which I haven’t found yet. So I’d be thankful for some feedback on this issue.
I have the same problem.
Created new project with unity 2020.1.1f1.
Changed platform to WebGL.
Added one Button to SampleScene and saved scene.
Added scene in build settings to build.
Builded project and copied to ftp - it runs, but stucks on 90% for 9 mins. Didnt run succesfully even once.
Tried development build - runs, but shows “development build” in corner. This is not acceptable for production.