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UnityLoader.js:1 fatal flex scanner internal error--end of buffer missed

Discussion in 'Web' started by monark, Sep 9, 2016.

  1. monark

    monark

    Joined:
    May 2, 2008
    Posts:
    1,598
    I've started seeing this error in Chrome version 54.0.2840.16 beta-m (64-bit)
    It doesn't seem to affect Chrome 55.0.2853.0 canary (64-bit) or the older 52.0.2743.116 m and 53.0.2785.101 (64-bit)

    UnityLoader.js:1 fatal flex scanner internal error--end of buffer missed

    But I'm a little concerned when 54 comes out though that our users will start seeing this error which stops WebGL content loading.

    Is anyone else getting this error in 54.0.2840.16 beta?
     
    bcitvie likes this.
  2. kognito1

    kognito1

    Joined:
    Apr 7, 2015
    Posts:
    331
    Yeah so this happened (happens?) to us (I'm on the dev branch, was a problem for a week or so but it's since been fixed), but iirc the issue wouldn't happen if I made a blank scene without our custom html template. I never investigated further so I don't know what actually triggers the issue (was it our custom html/javascript, was it unity, etc.).

    I'm hoping this bug never makes it to the stable branch, but since it seems it made it to the beta branch I'm a bit less hopeful...
     
  3. monark

    monark

    Joined:
    May 2, 2008
    Posts:
    1,598
    Ok I might have to do some more investigation then, if it's a Unity issue I'll report it unless anyone else can weigh in and say they have narrowed it down already
     
  4. frjtrifork

    frjtrifork

    Joined:
    Mar 12, 2015
    Posts:
    29
    I'm seeing the same error with our Unity webgl app on ChromeOS latest Dev version 54.0.2840.13 and also on OSx Beta 54.0.2840.16

    Chrome 53.0.2785.113 (OSx) and 53.0.2785.103 (latest ChromeOS stable) does not show any issues, nor does 55.0.2860.0 (OSx Canary) have any problems.

    This is the output I get just before the app stops loading:
    Code (JavaScript):
    1. [webgl] Creating WebGL 1.0 context.
    2. chromeapp.bundle.js:306 [webgl] bad name in getProcAddress: glGenQueriesEXT,glGenQueries
    3. chromeapp.bundle.js:306 [webgl] bad name in getProcAddress: glDeleteQueriesEXT,glDeleteQueries
    4. chromeapp.bundle.js:306 [webgl] bad name in getProcAddress: glBeginQueryEXT,glBeginQuery
    5. chromeapp.bundle.js:306 [webgl] bad name in getProcAddress: glEndQueryEXT,glEndQuery
    6. chromeapp.bundle.js:306 [webgl] bad name in getProcAddress: glQueryCounterEXT,glQueryCounter
    7. chromeapp.bundle.js:306 [webgl] bad name in getProcAddress: glGetQueryObjectui64vEXT,glGetQueryObjectui64v
    8. chromeapp.bundle.js:306 [webgl] bad name in getProcAddress: glGetQueryObjectuivEXT,glGetQueryObjectuiv
    9. chromeapp.bundle.js:306 [webgl] bad name in getProcAddress: glQueryCounterNV,glQueryCounterNV
    10. chromeapp.bundle.js:306 [webgl] bad name in getProcAddress: glGetQueryObjectui64vNV,glGetQueryObjectui64vNV
    11. chromeapp.bundle.js:306 [webgl] bad name in getProcAddress: glGenQueriesEXT,glGenQueries
    12. chromeapp.bundle.js:306 [webgl] Renderer: WebKit WebGL
    13. chromeapp.bundle.js:306 [webgl] Vendor:   WebKit
    14. chromeapp.bundle.js:306 [webgl] Version:  WebGL 1.0 (OpenGL ES 2.0 Chromium)
    15. chromeapp.bundle.js:306 [webgl] GLES:     0
    16. chromeapp.bundle.js:306 [webgl] ANGLE_instanced_arrays GL_ANGLE_instanced_arrays EXT_blend_minmax GL_EXT_blend_minmax EXT_disjoint_timer_query GL_EXT_disjoint_timer_query EXT_frag_depth GL_EXT_frag_depth EXT_shader_texture_lod GL_EXT_shader_texture_lod EXT_sRGB GL_EXT_sRGB EXT_texture_filter_anisotropic GL_EXT_texture_filter_anisotropic WEBKIT_EXT_texture_filter_anisotropic GL_WEBKIT_EXT_texture_filter_anisotropic OES_element_index_uint GL_OES_element_index_uint OES_standard_derivatives GL_OES_standard_derivatives OES_texture_float GL_OES_texture_float OES_texture_float_linear GL_OES_texture_float_linear OES_texture_half_float GL_OES_texture_half_float OES_texture_half_float_linear GL_OES_texture_half_float_linear OES_vertex_array_object GL_OES_vertex_array_object WEBGL_compressed_texture_s3tc GL_WEBGL_compressed_texture_s3tc WEBKIT_WEBGL_compressed_texture_s3tc GL_WEBKIT_WEBGL_compressed_texture_s3tc WEBGL_debug_renderer_info GL_WEBGL_debug_renderer_info WEBGL_debug_shaders GL_WEBGL_debug_shaders WEBGL_depth_texture GL_WEBGL_depth_texture
    17. chromeapp.bundle.js:306 [webgl]  WEBKIT_WEBGL_depth_texture GL_WEBKIT_WEBGL_depth_texture WEBGL_draw_buffers GL_WEBGL_draw_buffers WEBGL_lose_context GL_WEBGL_lose_context WEBKIT_WEBGL_lose_context GL_WEBKIT_WEBGL_lose_context
    18. chromeapp.bundle.js:306 [webgl] OPENGL LOG: Creating OpenGL ES 2.0 graphics device
    19. chromeapp.bundle.js:306 [webgl] can't set cursor because there is no style sheet.
    20. chromeapp.bundle.js:306 [webgl] fatal flex scanner internal error--end of buffer missed
     
  5. monark

    monark

    Joined:
    May 2, 2008
    Posts:
    1,598
    I did report an error with it in the end as even their own demo has issues. I've not heard anything back yet.
     
  6. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
    1,666
  7. kognito1

    kognito1

    Joined:
    Apr 7, 2015
    Posts:
    331
    Thank you jonas your help is much appreciated!
     
  8. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
    1,666
    Looks like they fixed it now, I'd expect the fix to be in the next Chrome 54 beta build.
     
  9. monark

    monark

    Joined:
    May 2, 2008
    Posts:
    1,598
    Good to know, will look out for it