webplayer fatal error

Hi, really hoping you can help me isolating my problem (or bug).

When I run my version “d” build, locally or download, it seems to run ok. can even refresh it ok.

Have since changed (actually commented out) some code as I added some stuff then started chasing this issue.
Run version “g” it fails … see part of log report below.

Then when try to run version “d” again … it fails too now.

Because the “good” version is now failing I am losing faith that my testing environment is consistent.

The original project does not get errors in the editor (or in my android build).

It is bad enough to faultfind problems that only turn up in the webplayer, but very difficult if they are also inconsistant.

I have tried Firefox, Chrome and Explorer … all behave similarly.
Clearing cache, restarting the browser does not give consistent results either.
ie. the “good” version still sometimes fails

Any suggestions appreciated.
Link to version “d” (try this first): Unity Web Player | 2Sail
Link to other version “g”: Unity Web Player | 2Sail

part of log (Chrome):
Unity Web Player [version: Unity 4.1.2f1_911c7369eeac]

KERNELBASE.dll caused a Microsoft C++ Exception (0xe06d7363)
in module KERNELBASE.dll at 0023:7562c41f.

Error occurred at 2013-04-24_133118.
C:\Program Files (x86)\Google\Chrome\Application\chrome.exe, run by Kingsley.
36% memory in use.
0 MB physical memory [0 MB free].
0 MB paging file [0 MB free].
2048 MB user address space [1617 MB free].

and a bit from the end:
========== END OF STACKTRACE ===========

130424 13:31:19 Setting error display: ‘The content was stopped because a fatal
content error has been detected.’, details: ‘’, link: 0
web: shutdown player
web: shutdown finished
130424 13:31:19 loader: final cleanup
130424 13:31:19 loader: unload unity dll

any help appreciated, Kingsley

If you like to see this fixed pleas make a bug report inside of unity. Thats the best way to let the developer know that there is a bug to be fixed.

Thanks fffMalzbier
I will log a bug report.
Currently, have stripped out about 30 lines of comments, now when I reload it from a local file, it will fail approx 7 out of 10 times and of course work the other 3. This is just refreshing the webpage using the same files, so something is “on the edge”. It is the inconsistancy that gets me (and makes it hard to fix and I am not confident in releasing publicly in this state).

I did try the “g” version of the game. I got as far as starting to create an account, but then thought I have no idea how to make the game crash, so kind of gave up.

Many bugs/crashes appear to be inconsistent. That’s often because they are related to critical timing. Just decorate your code with Debug.Log statements, and see what gets written into the Player.Log file. That’s the easiest way to diagnose. A “fatal content error” often means that Unity is trying to read something from the unity3d file, however, the file is corrupted in some way. As an experiment, download the unity3d file using the browser, and check that it’s binary identical to the one on the server.

Thanks So much Graham,

it errors off just as it displays the first splash screen … so you got through. :slight_smile:

The critical timing issue sounds very possible considering the inconsistancy, will see what I can find using the Debug.Log

Haven’t found the problem, but have found a solution.

Following Grahams’ suggestion (thankyou), I turned off “Streaming” in the build, now it works fine.

With 60 scenes and a 20MB file, would prefer streaming to work, but can’t see the specific problem (yet).
It fails on (or before) loading the first scene (which only has 1 image and 1 button). So the background code is “simple” and small.

I am guessing that the webplayer gets tangled with some other scene and its relationship with something further down. So smells a bit like a player bug. Have submitted player fault report.

Meanwhile, at least I can continue testing other code.

can you teach me, how to turn off “Streaming” in the build??
i have same problem but don’t know how to fix it

It is in build settings

https://docs.unity3d.com/530/Documentation/Manual/WebPlayerStreaming.html