I’m trying to implement what’s shown in the docs here: Unity - Manual: Cache behavior in WebGL
Seems really simple, and this is my full code (issue is at Line 63):
<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Unity WebGL Player | Online PC Builder</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
<link rel="manifest" href="manifest.webmanifest">
</head>
<body>
<div id="unity-container">
<canvas id="unity-canvas" width=960 height=540 tabindex="-1"></canvas>
<div id="unity-loading-bar">
<div id="unity-logo"></div>
<div id="unity-progress-bar-empty">
<div id="unity-progress-bar-full"></div>
</div>
</div>
<div id="unity-warning"> </div>
</div>
<script>
window.addEventListener("load", function () {
if ("serviceWorker" in navigator) {
navigator.serviceWorker.register("ServiceWorker.js");
}
});
var container = document.querySelector("#unity-container");
var canvas = document.querySelector("#unity-canvas");
var loadingBar = document.querySelector("#unity-loading-bar");
var progressBarFull = document.querySelector("#unity-progress-bar-full");
var warningBanner = document.querySelector("#unity-warning");
// Shows a temporary message banner/ribbon for a few seconds, or
// a permanent error message on top of the canvas if type=='error'.
// If type=='warning', a yellow highlight color is used.
// Modify or remove this function to customize the visually presented
// way that non-critical warnings and error messages are presented to the
// user.
function unityShowBanner(msg, type) {
function updateBannerVisibility() {
warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
}
var div = document.createElement('div');
div.innerHTML = msg;
warningBanner.appendChild(div);
if (type == 'error') div.style = 'background: red; padding: 10px;';
else {
if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
setTimeout(function() {
warningBanner.removeChild(div);
updateBannerVisibility();
}, 5000);
}
updateBannerVisibility();
}
var buildUrl = "Build";
var loaderUrl = buildUrl + "/Builds.loader.js";
var config = {
// ...
#if USE_DATA_CACHING
cacheControl: function (url) {
// Disable explicit caching for all other files.
// Note: the default browser cache may cache them anyway.
return "no-store";
},
#endif
// ...
dataUrl: buildUrl + "/Builds.data",
frameworkUrl: buildUrl + "/Builds.framework.js",
codeUrl: buildUrl + "/Builds.wasm",
streamingAssetsUrl: "StreamingAssets",
companyName: "DefaultCompany",
productName: "Online PC Builder",
productVersion: "0.1.0",
showBanner: unityShowBanner,
}
// By default Unity keeps WebGL canvas render target size matched with
// the DOM size of the canvas element (scaled by window.devicePixelRatio)
// Set this to false if you want to decouple this synchronization from
// happening inside the engine, and you would instead like to size up
// the canvas DOM size and WebGL render target sizes yourself.
// config.matchWebGLToCanvasSize = false;
if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
// Mobile device style: fill the whole browser client area with the game canvas:
var meta = document.createElement('meta');
meta.name = 'viewport';
meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
document.getElementsByTagName('head')[0].appendChild(meta);
}
loadingBar.style.display = "block";
var script = document.createElement("script");
script.src = loaderUrl;
script.onload = () => {
createUnityInstance(canvas, config, (progress) => {
progressBarFull.style.width = 100 * progress + "%";
}).then((unityInstance) => {
loadingBar.style.display = "none";
}).catch((message) => {
alert(message);
});
};
document.body.appendChild(script);
</script>
</body>
</html>
But when I run it in a browser, I get: Uncaught SyntaxError: Unexpected identifier ‘#if’
This seems like a really basic error but as far as my not-HTML-optimized brain can tell, I’m doing exactly what the docs say.
Also, in case you’re wondering why I’m doing that, I’m trying to fix a bug where after a refresh, I get a “RuntimeError: call_indirect to a null table entry” error on my WebGL build when running on iOS 16.4 Safari…
EDIT: Changed my code to this:
var buildUrl = "Build";
var loaderUrl = buildUrl + "/Builds.loader.js";
var config = {
dataUrl: buildUrl + "/Builds.data",
frameworkUrl: buildUrl + "/Builds.framework.js",
codeUrl: buildUrl + "/Builds.wasm",
streamingAssetsUrl: "StreamingAssets",
companyName: "DefaultCompany",
productName: "Online PC Builder",
productVersion: "0.1.0",
showBanner: unityShowBanner,
};
// Conditional check to set cacheControl property
if (USE_DATA_CACHING) {
config.cacheControl = function (url) {
return "no-store";
};
}
But now I’m getting: Uncaught ReferenceError: USE_DATA_CACHING is not defined