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Won't Fix
Votes
0
Found in
2021.3.27f1
Issue ID
UUM-37780
Regression
No
[WebGL] “UnityEditor.BuildPlayerWindow+BuildMethodException: 5 errors“ error is thrown when building the project
Reproduction steps:
1. Open the attached project “UnityEditor.BuildPlayerWindow+BuildMethodException bug.zip“
2. Switch the build platform to WebGL
3. Build the project
4. Observe the Console
Expected result: No errors are thrown
Actual result: “UnityEditor.BuildPlayerWindow+BuildMethodException: 5 errors“ error is thrown
Reproducible with: 2021.3.27f1
Could not test with: 2022.3.1f1, 2023.1.0b19, 2023.2.0a18 (Errors due to upgrading)
Reproduced on: macOS Ventura 13.3.1 (Intel), Windows 11
Notes:
- Not reproducible on Standalone Build
- Full error message: ”UnityEditor.BuildPlayerWindow+BuildMethodException: 5 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002ce] in /Users/bokken/build/output/unity/unity/Editor/Mono/BuildPlayerWindowBuildMethods.cs:194
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in /Users/bokken/build/output/unity/unity/Editor/Mono/BuildPlayerWindowBuildMethods.cs:95
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun () (at /Users/bokken/build/output/unity/unity/Editor/Mono/BuildPlayerWindow.cs:180)”
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Resolution Note:
There are a few steps to getting this to project to build, and it's unclear why this would have worked in earlier versions of Unity.
1. There are some compilation failures due to incompatibilities with newer versions of TMP. Luckily, these only exist in the `Assets/TextMesh Pro/Examples & Extras` folder which can be safely deleted.
2. The project makes use of UnityEngine.Ping in `Assets/Scripts/PanelEstado.cs`. Ping is unsupported on the web, however I can't find any official documentation indicating that. The relevant code just updates a ping with a coroutine, and that can be safely commented out as a workaround.
3. Some external functions are declared in `Assets/Scripts/NativePluginLoadImage.cs` but appear to be iOS specific - their calls are wrapped in a preprocessor flag that excludes them if the platform isn't iOS. Wrapping the declarations themselves in the same preprocessor flag solves this problem.
With those three fixes, I don't see any obvious problems. The project builds and runs locally.
Here's a link to a forum post where the lack of Ping and workarounds are discussed:
https://forum.unity.com/threads/ping-meter-for-webgl.412794/