Search Issue Tracker
Fixed in 2020.1.X
Votes
0
Found in
2019.1.0a1
2019.2.17f1
Issue ID
1206736
Regression
Yes
WebGL builds will sometimes fail to launch without error when using Build and Run
WebGL builds will sometimes fail to launch without error when using Build and Run
When working with a WebGL project in Unity, if the user uses the "Build and Run" feature to start the player, sometimes (2/5) the Editor will fail to launch the Player with no errors.
Reproduced in: 2019.1, 2019.2, 2019.3, 2020.1
Steps to reproduce:
- Create a new project in Unity with WebGL build support installed
- Switch the project platform to WebGL (File > Build Settings > WebGL > Switch Platform)
- Build and Run
- Observe the editor will build and launch the player
- Repeat the Build and Run steps, observing sometimes (2/5) the editor will fail to launch the WebGL player without any error other than provided by the browser trying to access the resource
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “FMOD failed to set the software format to the custom sample rate…” warnings are thrown as System Sample Rate value is being changed in Audio section of Project Settings window
- VFX Marquee selection does match the visual indicator
- “Invalid AABB aabb” errors are spammed when “Infinity” value is entered in Collider Component fields
- Editor Role does not sync with the MPPM Play Mode Scenario Role when entering Play mode
- Long asset names cause overlap with the “Find” function in search result tabs
Resolution Note (fix version 2020.1):
Could not reproduce issue as reported in 2020.0a19, closing as fixed.