

Up should be able to just uncheck development build, build and upload the whole resulting directory. Oh well time to ship anyway Update December 2015: Unity 5.3 has simplified WebGL builds quite a bit. function dispatchReactUnityEvent(eventName: string, parameters: any). Chrome killed NPAPI, meaning like 60 of your audience has no Unity web player and Unity WebGL is still in preview mode. When writing your JSLib file, simply invoke the eventName using the global methpd 'dispatchReactUnityEvent' with an optional parameter. OR, maybe I need it to generate/trigger a 'file download' browser dialog onto the client-side machine, in which case, I can use unity's ability to run 'external' (relative to WebGL project) JavaScript functions that run directly in the browser, in conjunction with download.js library, which can generate the file contents and trigger a 'file. In the resulting JS file I had to modify the following code to output the reason for failure along with the ‘Unkonw Error’ message, and the result was timeout exceeded. The React Unity WebGL module exposes a global method which allows for the dispatchment of the Event Listeners. My client is downloading big files (textures) from the server and the WWW class error randomly showed ‘Unknown Error’. Previously, Unity WebGL would use a simplified version of the Standard Shader built for mobile devices using the. The bug is solved in unity 5.1.1p1, so the solution below is for 5.1.1f1. Unity 5.3 brings a series of improvements which are relevant to WebGL developers: The Unity Standard Shader now uses Desktop-quality reflection functions for WebGL. I am trying to port my work to the new WebGL build target with unity 5.1.1f1.
