![]() ![]() ![]() See Texture Compression, Animation Compression, Audio Compression, Build Compression. Re-compress the AssetBundle using LZ4 compression A method of storing data that reduces the amount of storage space it requires. The browser console log prints this error when the content tries to load an AssetBundle compressed using LZMA, which Unity WebGL doesn’t support. Error message: Decompressing this format (1) isn’t supported on this platform For more information on how to deploy a release build, refer to documentation on Deploying compressed builds. The browser console log usually prints this error due to incorrect server configuration. For more information on WebGL memory issues and how to fix them, refer to the documentation on Memory in Unity WebGL. This is a common problem, especially on 32-bit browsers. Troubleshooting Problem: The build runs out of memory ![]() For this reason, stack traces appear in the console for uncaught exceptions and for Debug.Log statements. These additional checks significantly impact performance and increase code size and load times, so you must only use it for debugging.įull exception support also emits function names to generate stack traces for your managed code. You can enable Full exception support, which emits additional checks in the IL2CPP-generated code, to catch access to null references and out-of-bounds array elements in your managed code. For more information, refer to Build your WebGL application. WebGL has different levels of exception support, but by default, Unity WebGL only supports explicitly thrown exceptions. Unlike the managed stack traces that can occur when you have full exception support, these stack traces have mangled names, and contain not only managed code, but also the internal UnityEngine code. The browser uses these to display stack traces if you run into a browser error, when using Debug.LogError, or when an exception occurs and exception support is disabled. More info See in Glossary, and Unity doesn’t minify them, so the emitted JavaScript code still contains human-readable (though C++-mangled) function names. For example, it can report the percentage of time spent rendering, animating, or in your game logic. It shows how much time is spent in the various areas of your game. Development builds allow you to connect the profiler A window that helps you to optimize your game.
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