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WebGL issue on Chrome

Discussion in 'Web' started by totiherms, Jun 28, 2015.

  1. totiherms

    totiherms

    Joined:
    Oct 7, 2014
    Posts:
    4
    My game works fine on Firefox and safari, but not works on Chrome (all last versions). Build with Unity 5.1.1f1.

    if developer mode is enabled, I get only a blank screen and:

    run() called, but dependencies remain, so not runningModule.printErr @ (index):34run @ EpidemiaWEBGL.js:4687788(anonymous function) @ EpidemiaWEBGL.js:4687911
    (index):34 pre-main prep time: 4316 msModule.printErr @ (index):34doRun @ EpidemiaWEBGL.js:4687808(anonymous function) @ EpidemiaWEBGL.js:4687824
    (index):30 PlayerConnection initialized from (debug = 0)
    (index):30 PlayerConnection disabled - listening mode not supported
    (index):30 PlayerInitEngineNoGraphics settings: Could..... not preload global game manager #0 i=0
    (index):30 Failed to initialize player
    (index):34 exit(1) called, but noExitRuntime, so not exiting (you can use emscripten_force_exit, if you want to force a true shutdown)Module.printErr @ (index):34exit @ EpidemiaWEBGL.js:4687834callMain @ EpidemiaWEBGL.js:4687759doRun @ EpidemiaWEBGL.js:4687813(anonymous function) @ EpidemiaWEBGL.js:4687824
    EpidemiaWEBGL.js:5702 'webkitMovementX' is deprecated. Please use 'movementX' instead.


    If developer mode is off, a dialog with:

    An error occured running the Unity content on this page. See your browser's JavaScript console for more info. The error was:
    Uncaught abort() at Error
    at jsStackTrace (https://game.epidemiathegame.com/facebookapp/Release/EpidemiaWEBGL.js:1179:13)
    at stackTrace (https://game.epidemiathegame.com/facebookapp/Release/EpidemiaWEBGL.js:1196:22)
    at Object.abort (https://game.epidemiathegame.com/facebookapp/Release/EpidemiaWEBGL.js:4638822:44)
    at _abort (https://game.epidemiathegame.com/facebookapp/Release/EpidemiaWEBGL.js:8335:22)
    at _malloc (https://game.epidemiathegame.com/facebookapp/Release/EpidemiaWEBGL.js:4619194:8)
    at __Znwj [operator new()] (https://game.epidemiathegame.com/facebookapp/Release/EpidemiaWEBGL.js:4616226:8)
    at __ZN6il2cpp2os9FastMutexC2Ev [il2cpp::eek:s::FastMutex::FastMutex()] (https://game.epidemiathegame.com/facebookapp/Release/EpidemiaWEBGL.js:71118:8)
    at __GLOBAL__sub_I_GCHandle_cpp (https://game.epidemiathegame.com/facebookapp/Release/EpidemiaWEBGL.js:136867:2)
    at __ATINIT__.push.func (https://game.epidemiathegame.com/facebookapp/Release/EpidemiaWEBGL.js:1523:66)
    at callRuntimeCallbacks (https://game.epidemiathegame.com/facebookapp/Release/EpidemiaWEBGL.js:1281:7)
    If this abort() is unexpected, build with -s ASSERTIONS=1 which can give more information.


    Why it's not working on chrome?

    thanks in advance
     
  2. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
    1,666
    Could it be that you have some data in the browser cache from previous runs, which does not match what the player expects? The best way to test in Chrome is to either use Build & Run, or to start Chrome with
    --allow-file-access-from-files, and then to open the file directly from disk (without using a server).
     
  3. yuliyF

    yuliyF

    Joined:
    Nov 15, 2012
    Posts:
    197
  4. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
    1,666
    This is a common problem: Chrome requires a lot of memory to parse the JavaScript code, as the V8 engine will build some very big data structures (AST trees) to parse, optimize & compile the code. Firefox has asm.js which can compile the code in much simpler way using much less memory. In the longer term, this will be fixed by WebAssembly.