WebGL in Unity 2023?
Posted: 24 Apr 2024, 03:54
Hi gang - I'm trying to get webgl builds working in Unity 2023.2.19f1 but so far no luck. It builds but then crashes on startup in the browser with a "RuntimeError: unreachable". This reproduces in a minimal project on 3.2.0, 3.2.1, and 3.2.2.
I cannot tell if this exists in 3.2.3 as it throws a divide by zero and I cannot get the .bc hotfix to build without linker errors.
Any hints? :)
I cannot tell if this exists in 3.2.3 as it throws a divide by zero and I cannot get the .bc hotfix to build without linker errors.
Any hints? :)
Code: Select all
RuntimeError: unreachable
at Noesis::License::Check() (100cb8c2:0x151b82c)
at Noesis::VGLContext::VGLContext(Noesis::RenderDevice*, Noesis::VGLOptions const&) (100cb8c2:0x23ea14c)
at Noesis::Renderer::Init(Noesis::RenderDevice*) (100cb8c2:0x14fea48)
at non-virtual thunk to Noesis::Renderer::Init(Noesis::RenderDevice*) (100cb8c2:0x1b3c43d)
at Noesis_GetRenderOffscreenCallback::$_2::__invoke(int, void*) (100cb8c2:0x23ced1d)
at GfxDevice::InsertCustomMarkerCallbackAndData(void (*)(int, void*), int, void*, unsigned long) (100cb8c2:0x26e851c)
at GfxDevice::InsertCustomMarkerCallbackAndDataWithFlags(void (*)(int, void*), int, CustomMarkerCallbackFlags, void*, unsigned long) (100cb8c2:0x26e8535)
at RenderingCommandBuffer::ExecuteCommandBufferWithState(ShaderPassContext&, RenderNodeQueue&, RenderingCommandBufferState*, unsigned int,