GameplayTags not loading on Web builds using Unity 6.0.44f1
Hi I'm trying to build a game for Web platforms but it seems to have been unable to create the GameplaTags folder for the addressables of the build. Sorry for the little bit of information but do you know how can I solve this issue?
I recently pushed a solution for Android, which seems to be the same as the WebGL one. However, I haven’t tested it yet since I don’t work with Android (and the same goes for WebGL). Could you test this commit for me?
Just got your commit. But it didn't work, the application doesn't seem to complete loading
Just got your commit. But it didn't work, the application doesn't seem to complete loading
What's happening? Is it getting stuck?
Its getting stuck but I can't find a way to log the problem
Got some logs from a test project:
WebGL.loader.js:1018 [UnityCache] 'http://localhost:57899/Build/WebGL.data' successfully downloaded and stored in the browser cache
WebGL.framework.js:2438 [UnityMemory] Configuration Parameters - Can be set up in boot.config
WebGL.framework.js:2438 "memorysetup-temp-allocator-size-audio-worker=65536"
WebGL.framework.js:2438 "memorysetup-temp-allocator-size-background-worker=32768"
WebGL.framework.js:2438 "memorysetup-allocator-temp-initial-block-size-main=262144"
WebGL.framework.js:2438 "memorysetup-allocator-temp-initial-block-size-worker=262144"
WebGL.framework.js:2438 "memorysetup-bucket-allocator-granularity=16"
WebGL.framework.js:2438 "memorysetup-bucket-allocator-bucket-count=8"
WebGL.framework.js:2438 "memorysetup-bucket-allocator-block-size=4194304"
WebGL.framework.js:2438 "memorysetup-bucket-allocator-block-count=1"
WebGL.framework.js:2438 "memorysetup-main-allocator-block-size=16777216"
WebGL.framework.js:2438 "memorysetup-thread-allocator-block-size=16777216"
WebGL.framework.js:2438 "memorysetup-gfx-main-allocator-block-size=16777216"
WebGL.framework.js:2438 "memorysetup-gfx-thread-allocator-block-size=16777216"
WebGL.framework.js:2438 "memorysetup-cache-allocator-block-size=4194304"
WebGL.framework.js:2438 "memorysetup-typetree-allocator-block-size=2097152"
WebGL.framework.js:2438 "memorysetup-profiler-bucket-allocator-granularity=16"
WebGL.framework.js:2438 "memorysetup-profiler-bucket-allocator-bucket-count=8"
WebGL.framework.js:2438 "memorysetup-profiler-bucket-allocator-block-size=4194304"
WebGL.framework.js:2438 "memorysetup-profiler-bucket-allocator-block-count=1"
WebGL.framework.js:2438 "memorysetup-profiler-allocator-block-size=16777216"
WebGL.framework.js:2438 "memorysetup-profiler-editor-allocator-block-size=1048576"
WebGL.framework.js:2438 "memorysetup-temp-allocator-size-main=4194304"
WebGL.framework.js:2438 "memorysetup-job-temp-allocator-block-size=2097152"
WebGL.framework.js:2438 "memorysetup-job-temp-allocator-block-size-background=1048576"
WebGL.framework.js:2438 "memorysetup-job-temp-allocator-reduction-small-platforms=262144"
WebGL.framework.js:2438 Found NO interfaces on host .
WebGL.framework.js:2438 Input System module state changed to: Initialized.
WebGL.framework.js:2438 [Physics::Module] Initialized fallback backend.
WebGL.framework.js:2438 [Physics::Module] Id: 0xdecafbad
WebGL.framework.js:2438 Loading player data from data.unity3d
WebGL.framework.js:2438 Initialize engine version: 6000.0.44f1 (101c91f3a8fb)
WebGL.framework.js:2438 [Subsystems] Discovering subsystems at path UnitySubsystems
WebGL.loader.js:77 Creating WebGL 2.0 context.
WebGL.framework.js:2438 Renderer: WebKit WebGL
WebGL.framework.js:2438 Vendor: WebKit
WebGL.framework.js:2438 Version: OpenGL ES 3.0 (WebGL 2.0 (OpenGL ES 3.0 Chromium))
WebGL.framework.js:2438 GLES: 3
WebGL.framework.js:2438 EXT_clip_control EXT_color_buffer_float EXT_color_buffer_half_float EXT_conservative_depth EXT_depth_clamp EXT_disjoint_timer_query_webgl2 EXT_float_blend EXT_polygon_offset_clamp EXT_render_snorm EXT_texture_compression_bptc EXT_texture_compression_rgtc EXT_texture_filter_anisotropic EXT_texture_mirror_clamp_to_edge EXT_texture_norm16 KHR_parallel_shader_compile NV_shader_noperspective_interpolation OES_draw_buffers_indexed OES_sample_variables OES_shader_multisample_interpolation OES_texture_float_linear OVR_multiview2 WEBGL_blend_func_extended WEBGL_clip_cull_distance WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_lose_context WEBGL_multi_draw WEBGL_polygon_mode WEBGL_provoking_vertex WEBGL_stencil_texturing GL_EXT_clip_control GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_conservative_depth GL_EXT_depth_clamp GL_EXT_disjoint_timer_query_webgl2 GL_EXT_float_blend GL_EXT_polygon_offset_clamp GL_EXT_render_snorm GL_EXT_
WebGL.framework.js:2438 texture_compression_bptc GL_EXT_texture_compression_rgtc GL_EXT_texture_filter_anisotropic GL_EXT_texture_mirror_clamp_to_edge GL_EXT_texture_norm16 GL_KHR_parallel_shader_compile GL_NV_shader_noperspective_interpolation GL_OES_draw_buffers_indexed GL_OES_sample_variables GL_OES_shader_multisample_interpolation GL_OES_texture_float_linear GL_OVR_multiview2 GL_WEBGL_blend_func_extended GL_WEBGL_clip_cull_distance GL_WEBGL_compressed_texture_s3tc GL_WEBGL_compressed_texture_s3tc_srgb GL_WEBGL_debug_renderer_info GL_WEBGL_debug_shaders GL_WEBGL_lose_context GL_WEBGL_multi_draw GL_WEBGL_polygon_mode GL_WEBGL_provoking_vertex GL_WEBGL_stencil_texturing
WebGL: INVALID_ENUM: getInternalformatParameter: invalid internalformat
WebGL: INVALID_ENUM: getInternalformatParameter: invalid internalformat
WebGL: INVALID_ENUM: getInternalformatParameter: invalid internalformat
WebGL: INVALID_ENUM: getInternalformatParameter: invalid internalformat
WebGL: INVALID_ENUM: getInternalformatParameter: invalid internalformat
WebGL: INVALID_ENUM: getInternalformatParameter: invalid internalformat
WebGL.framework.js:13835 WebGL: INVALID_ENUM: getInternalformatParameter: invalid internalformat
_glGetInternalformativ @ WebGL.framework.js:13835
WebGL.framework.js:13835 WebGL: INVALID_ENUM: getInternalformatParameter: invalid internalformat
_glGetInternalformativ @ WebGL.framework.js:13835
WebGL.framework.js:13835 WebGL: INVALID_ENUM: getInternalformatParameter: invalid internalformat
_glGetInternalformativ @ WebGL.framework.js:13835
WebGL.framework.js:13835 WebGL: INVALID_ENUM: getInternalformatParameter: invalid internalformat
_glGetInternalformativ @ WebGL.framework.js:13835
WebGL.framework.js:13835 WebGL: INVALID_ENUM: getInternalformatParameter: invalid internalformat
_glGetInternalformativ @ WebGL.framework.js:13835
WebGL.framework.js:13835 WebGL: INVALID_ENUM: getInternalformatParameter: invalid internalformat
_glGetInternalformativ @ WebGL.framework.js:13835
WebGL.framework.js:2438 OPENGL LOG: Creating OpenGL ES 3.0 graphics device ; Context level <OpenGL ES 3.0> ; Context handle 1
WebGL.framework.js:2438 [Physics::Module] Selected backend.
WebGL.framework.js:2438 [Physics::Module] Name: PhysX
WebGL.framework.js:2438 [Physics::Module] Id: 0xf2b8ea05
WebGL.framework.js:2438 [Physics::Module] SDK Version: 4.1.2
WebGL.framework.js:2438 [Physics::Module] Integration Version: 1.0.0
WebGL.framework.js:2438 [Physics::Module] Threading Mode: Single-Threaded
WebGL.framework.js:2438 ERROR: Shader
WebGL.framework.js:2438 Hidden/CoreSRP/CoreCopy shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
WebGL.framework.js:2438 ERROR: Shader
WebGL.framework.js:2438 Hidden/Universal/HDRDebugView shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
WebGL.framework.js:2438 Input Manager initialize...
WebGL.framework.js:2438 Input System initialize...
WebGL.framework.js:2438 UnloadTime: 1.600000 ms
WebGL.framework.js:2438 Initialized EventBus<UIEventBack>
WebGL.framework.js:2438 Initialized EventBus<UIEventSwitchPage>
WebGL.framework.js:6849 Audio context resumed after 0.671 seconds.
WebGL.framework.js:2438 RenderGraph is now enabled.
I was investigating and I think the solution I made for Android doesn’t work because WebGL runs on a single thread. I’m considering post-processing the IL code to embed tag information directly into the code, so it won’t need to load any extra resources.
That seems to be a nice idea. Is there anything I can do to help?