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Enable the 'Debug Symbols' in the player settings for WebGL. This creates a debug symbols file which is just a key value file. I created a simple...
Any update on this particular problem? I am getting various logs from users however I haven't been able to reproduce it myself.
Hi, I am experiencing the same thing. Did you manage to track this problem down? Thanks
Thanks for the update
@jukka_j I didn't have time to investigate further on this issue. However I saw your post on the Chrome 86 issue. Do you have any insights on this...
Hey guys, Got another different error when running the WebGL client. This only happens when inspector is open and never in a normal scenario. As...
Ok agreed. So I managed to get these two logs of two different errors, the null reference happens during loading and the other during the game...
Ok, so to collect up findings: - the issues occur only on Chrome 86, and not on Chrome 85 and older seems like it, will do some testing this...
I am experiencing exactly the same issue, I think it is a combined affect of Unity/Chrome. This is happening intermittently with various...
Noticing the same issue and made a more detailed report here - https://forum.unity.com/threads/unity-2020-1-4f1-memory-leak.987504/
Hi all, I have encountered another issue in Unity 2020.1.4f1 after migrating from 2018.2.20f1. We have noticed that some users were getting out...
I am also getting these warnings about being unable to load the indexedDB. [UnityCache] indexedDB database could not be opened. In previous...
Ok thanks for your time.
Ok thanks for your detailed explanation, much appreciated. Unfortunately this won't allow us to track the origin of the issue and might cause...
I am asking if that is the actual bug fix as I am not sure. If it is, it didn't solve my issue as I tried 2020.1.7f1 already and same results as...
Ok thanks for you reply, So when calling s.Trim() on the null string variable 's' or accessing the method of a non-initialised instance of the...
So I imported the script attached in the previous post and made two builds as follows; Build A ----------- Enable Exceptions -...
In a nutshell these are the results I am getting with these two builds (using the code from post #3); Build A ----------- Enable Exceptions -...
Thanks for your reply. I have recovered the required function names using the debugSymbols options (set to true) as explained in post #2 -...
Another update regarding the code below. Why does the method GenerateStringNullReferenceExceptionOriginal does not generate a null reference...