Unity Webgl game never finishes loading.Browser tab freezes - c#

I'm developing a quiz game and want it to run on browsers.So far the game only loads to about 90% of the progress bar, then the tab freezes. A browser warning shows up at the top saying that something is making the page slow. This happens both when the game is run locally or from a server.
The PC works fine and I wasn't able to find the problem so far. I tried playing wwith the build player configs and reducing all textre max sizes (solved the problem in this post https://forum.unity.com/threads/webgl-stuck-at-90-loading.532707/).
The last lines shown on the console before the load freezing are the json files readings. So I think it might have something to do with them.
If anyone has any idea it would be a great help.

You should also make sure that WebAssembly streaming is disabled in the player settings, that 100% causes webgl to get stuck at 90% loading.

Related

Are there browser/system security measures that can block Unity WebGL projects?

The PROBLEM
I am currently building a simple website containing Unity WebGL projects for a client. The games are working on all browsers for me, my teammates, and my producer, but one of the games does NOT work for our client (on any browser, Mac, or Windows).
All the games are embedded in a div in the exact same manner. There are no discernible differences between the build settings or output for each of the games. Unfortunately, I only have access to the Unity project for the game that is not loading for the client.
THE CLUES
While on a call with the client where he shared his problems, he specified the game in question did not load at all in Chrome (not even a rectangle appeared) and crashed in Safari (rectangle appeared first). The other games on the website loaded for him normally. Over the course of the conversation, he mentioned that he could not share his screen due to security limitations/software on his device from work. All of the games are built with 2019.4.15f1.
The only odd thing happening on my end is that the Unity logo is not appearing while the game loads as it typically does for games w/the free license.
THE QUESTION
Are there any settings or known problems within Unity for WebGL that can cause this type of issue? Due to the fact the other games work fine for him, I suspect there is some setting in my build that is causing it to trigger his security. Thank you for any and all suggestions!
Edit: We are hoping to avoid asking our client to print and share their console, just to maintain professionalism.

I Can not play in browser game second time on my browser! C# WPF/WinForm

I have a problem with my browser. I play in browser game "DarkOrbit".
I wrote my browser to this game, it is a normal browser without advanced functions.
Look at this now: I can log in my game, I can click start and after that, I can play this game.
It is cool but when I will log out and I even close my app, if I turn it on again, the game is not working.
I still be able to log in but after a click on start instead the screen has been loaded, I can only see a black screen and nothing more. I know this problem is totally strange but I don't know what is going on.
Maybe try using the new WebView Control. Microsoft just released it in their toolkit in May. I have a post about it that explains how to integrate the new control into your program. The control is supposed to be fulfilled through MS Edge instead of IE like the older WebBrowser Control, which means the new control is better optimized for modern websites and won't get random script crashes and errors.

Does Google Cardboard SDK work with Unity 5?

I have converted my working project from Unity into Unity 5 and now the stereoscopic display doesnt work.
It seems like the stereoscopic effect doesnt work. The display is split in the middle, and the shader is applied, but it seems like there is only once camera. Like there are no eye cameras.
The weirdest thing is that everything works perfectly in the editor, but when I run it on device it seems like the cameras are disabled.
I went through and tried everything in the "known issues" in Cardboard SDK Release Notes, but nothing works.
Has anyone succesfully run a Cardboard game on Unity 5?
Yes, I have done. Mine isn't big one but has major things that can be said to be using UNITY features as well. I cant predict your problem as such but Answer to this post is certainly YES.
I don't think that anyone has posted this yet, but it appears that the SDK is currently broken in Unity 5.
From: Cardboard SDK Release Notes
Unity 5 rendering issues: As of Unity build 5.0.0f4, the following steps should be taken to fix or ameliorate any rendering issues, such as an all-black screen, flashing textures, or non-stereo views:
Enable the Development Build option in the Build dialog. This seems to fix various rendering glitches, like flashing textures.
The root cause of the rendering glitches is under analysis, with assistance from Unity.
I have also found that the app has rendering issues when it initially runs when you hit "Build and Run". Closing the app from the task switcher and restarting seems to resolve the issue.

Graphic corruption after exiting my wp7 game

I am making a videogame in xna for wp7 and I have a weird problem.
It turns out that whenever my game loses focus, for example:
open the web browser from my game
open marketplace from the game
close the game
when something of that happens the screen gets full of graphical artifacts and the device becomes unusable unless you go back to the game.
I discovered that if you maintain pressed the back button until the "background apps" is showed it works fine again. But my game won't pass the QA if this problem persists.
I've tried to comment the update and draw methods of my game but it still happens!! :S
Could anyone help please?
Well I fixed it.
It turns out that in a custom texture class, (I don't know why) there was code to create a Texture2D object with custom size. It worked fine (the game runs perfectly) but there is something that the device doesn't like and it corrupted the backbuffer.
What I've done is delete that code and instantiate the Textures always in their original sizes. Now it works great and no artifacts have been found :D

Exocortex(Windows 7 Update) seems to interfere with MediaElement

I have a working program that could load and play a video file. It has a canvas over the video on which an interrupt draws events loaded from a separate text or csv file. It was all working marvelously and I have been using it for weeks, but I wanted to add fft and video analysis functionality. I added Exocortex to the project and now loaded videos don't play and loaded events don't display on the canvas.
I can't think of why this would have any effect, and it's the only change that's been made. The rest of the program appears to work normally. Does Exocortex have anything about it that might interfere with MediaElements or Canvases?
EDIT: Further investigation suggests the problem is not with Exocortex, but with the mediaelement and a recent Windows 7 Update. The solution is still evading me.
A reformatting my computer with a new install of windows 7 has fixed the problem. In other words, I have absolutely no idea what was broken and what wasn't working. Windows Media player was experiencing the same problem.

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