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Anything in the console log, hinting at what might be the problem? (perhaps related to code stripping)
If you select Both, both asm.js and WebAssembly output will be generated. The runtime will try to use the WebAssembly version if supported by the...
perhaps you are still holding a reference to the unityInstance. Could you try to assign unityInstance to null after calling Quit() ?
yeah, that is a bug.
In 2018 you can use the Build Report Inspector. Have a look at this talk for more info.
It sounds like it crashes when you iterate on the list returned by GetAllCollectionData() I suggest you test it on a different il2cpp-platform...
I have just requested a backport to a 2018.3 patch.
You should customize compatibilityCheck() in the WebGL Template index.html. I expected that to be:<!DOCTYPE html> <html lang="en-us"> <head>...
Could you post your code?
StreamingAssets files must downloaded to be able to access them.
You should define your own compatibiltyCheck() in your WebGL Template instead of removing it from the Loader.
The Mobile support warning is displayed by the compatibilityCheck(), which you could override in your WebGL Template like this: <!DOCTYPE html>...
@Benjiz could you check your Quality Settings?
I would suggest to start by having your config file in Assets/StreamingAssets/Config, then download the file at run-time using UnityWebRequest....
Is this specific to WebGL or is it reproducible on other platforms?
What's preventing you to use the json settings file on WebGL?
Try to send us a repro so we can determine whether it's a Safari or Unity bug.
Then maybe it's a bug in Safari? is there any warning/error in the log?
Are you sure Chrome is not using WebGL2.0? What about Firefox?
Sounds like something we should fix. Any chance you could submit a repro on a bug report?