HTML5 Error

FlowCanvas Forums Support HTML5 Error

Viewing 4 posts - 1 through 4 (of 4 total)
  • Author
    Posts
  • #1308
    westray
    Participant

    Getting this error when trying to run an HTML build.It builds ok with no errors,but will not run in browser.I have the latest Chrome version and also Firefox.

    `An error occurred running the Unity content on this page. See your browser’s JavaScript console for more info. The error was:
    uncaught exception: abort(133) at jsStackTrace (Flappy(WebGL).js:1:19540)
    stackTrace (Flappy(WebGL).js:1:19711)
    abort (Flappy(WebGL).js:3:31896)
    jyr (Flappy(WebGL).asm.js:30:1)
    YMn (Flappy(WebGL).asm.js:4:1)
    krr (Flappy(WebGL).asm.js:30:1)
    invoke_viii (Flappy(WebGL).js:1:348249)
    Atm (Flappy(WebGL).asm.js:7:1)
    Dtm (Flappy(WebGL).asm.js:7:1)
    yPk (Flappy(WebGL).asm.js:9:1)
    Krr (Flappy(WebGL).asm.js:30:1)
    invoke_iiii (Flappy(WebGL).js:1:353261)
    aAq (Flappy(WebGL).asm.js:22:1)
    ZDq (Flappy(WebGL).asm.js:22:1)
    kja (Flappy(WebGL).asm.js:10:1)
    EEa (Flappy(WebGL).asm.js:10:1)
    c_b (Flappy(WebGL).asm.js:11:1)
    fka (Flappy(WebGL).asm.js:10:1)
    hIa (Flappy(WebGL).asm.js:15:1)
    hFa (Flappy(WebGL).asm.js:10:1)
    MDa (Flappy(WebGL).asm.js:10:1)
    LDa (Flappy(WebGL).asm.js:10:1)
    JDa (Flappy(WebGL).asm.js:10:1)
    GDa (Flappy(WebGL).asm.js:10:1)
    osa (Flappy(WebGL).asm.js:10:1)
    bsa (Flappy(WebGL).asm.js:10:1)
    callMain (Flappy(WebGL).js:3:30261)
    doRun (Flappy(WebGL).js:3:30964)
    run/<@blob:null/db0af2e0-bf7b-4a48-b0ef-a8e1c0e3b85b:3:31132

    If this abort() is unexpected, build with -s ASSERTIONS=1 which can give more information.

    #1309
    Gavalakis
    Keymaster

    Hey!

    Have you generated the AOTClasses.cs from within the *Preferred Types Editor* window?
    If not, please do so and let me know if you still get any error of any kind.
    One important thing to remember (when dealing with AOT platforms like WebGL), is to add any struct types (like float, double, int etc) you are using in flowscripts, in the Preferred Types Editor list if not already there, and do the “Generate AOTClasses…” button afterwards.
    (You can of course always add more types in the list and regenerate the AOTClasses at any time)

    Please let me know.
    Thanks!

    Join us on Discord: https://discord.gg/97q2Rjh

    #1310
    westray
    Participant

    After generating the AOTClasses.cs I am getting the following errors in the console when I try to build for HTML5.

    1) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:96)
    UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable1, String&, String&, String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:104)
    UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String[], String[], String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable
    1, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:97)
    UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(String, IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:196)
    UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:128)
    UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:123)
    UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry, Boolean) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:39)
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

    #1318
    Gavalakis
    Keymaster

    Sorry for the late reply!
    Can you please post the contents of the link.xml file that was generated?
    There should not be a UnityEditor.UI namespace in that generated link.xml file, unless you have some type in the Preferred Types list that is in the UnityEditor namespace (which you shouldn’t, but maybe added by accident 🙂 ).

    Let me know.
    Thanks!

    Join us on Discord: https://discord.gg/97q2Rjh

Viewing 4 posts - 1 through 4 (of 4 total)
  • You must be logged in to reply to this topic.