In my unity build(2020.3.22f1), I am running it inside of WebGL. I get this error when I try to run it. This is the error shown.
Any Help?
If your binary-files do not end up with ".gz" the compression format in your publishing setting might not be GZIP.
Related
Help please. I'm exporting the game to WebGL. Using a "Gzip" compressor. And when running in the local server, it gives such an error. How to fix it? (I have already tried to turn off the compressor did not help).
text error:
Unable to parse Build/grrrr.framework.js! The file is corrupt, or compression was misconfigured? (check Content-Encoding HTTP Response Header on web server)
(I have already tried to turn off the compressor did not help).
I am constantly getting the error "Unity 2022.1.23f1_9636b062134a" and unity shuts down. how can i solve this?
I couldn't try anything because I couldn't find the cause of the error.
remove the script folder and try to open the project if it does open, then add script by script when it crashes you'll know where is the issue (this applies to files other than scripts)
I too have had the same problem. Have you ever tried resetting Windows?
I use Unity Hub 3.3.0 and 2022.1.23f1 editor version
How can I open a unity project for Mac?
I'm sorry, probably the part in the photo where the error is, I think the troubleshooting steps you wrote
unopened file
more
solutions that can be applied if it is a file that has been opened before, but I have not been able to open a file since I first uploaded it.
Using addressables and building for WEBGL in Unity 2019.2.18f, but getting errors no matter what I do when I try run a build.
I'm storing my build and the addressable files in the same bucket on Google Cloud. Remote path is set to the gs:// path for the files. I've also tried replacing GS with https://storage.googleapis.com/mybucketname.
When I open the index.html in its path on google cloud, it gives me a CORS error. I've tried adding a json file and setting it up using gsutil but gsutil gives me an error - the file does not exist. I don't really want to go down a rabbit hole with gsutil as I'm not even sure if CORS is the only issue
I have also opened the build in firefox and I don't have a CORS error but I do have another error,
Asset Bundle download is complete, but no data have been received
Exception encountered in operation Resource<IAssetBundleResource>(packedassets_assets_all_73fe17b324c832211bd83ddaec912952.bundle), status=Failed, result= : RemoteAssetBundleProvider unable to load from url gs://theURLofthebucket/WebGL/bundlename_73fe17b324c832211bd83ddaec912952.bundle, result='Unknown Error'.
I have even tried switching the build target to standalone, re-building the addressables for this target, uploading them for the new target, and building. I thought this might give me a hint, if it just WORKED for standalone, but it doesn't, I get this error:
Curl error 1: Protocol "gs" not supported or disabled in libcurl
(Filename: C:\buildslave\unity\build\Modules/UnityWebRequest/Implementations/TransportCurl.cpp Line: 799)
Exception encountered in operation Resource<IAssetBundleResource>(packedAssets_7b4d2d2ed91df92408ade3f19317f33f.bundle), status=Failed, result= : RemoteAssetBundleProvider unable to load from url gs://mybucketname/StandaloneWindows64/packedassetsassets_7b4d2d2ed91df92408ade3f19317f33f.bundle, result='Unknown Error'.
To load the addressables (which have ranged from a basic cube, a model from my project, and a scene), I've used both instantiate, which is obsolete, instantiateAsync, which I think may not work in Webgl although it was given as the example to use in a tutorial, and I've also tried loading a scene that was marked addressable, using
Addressables.LoadSceneAsync(address, LoadSceneMode.Additive).Completed += OnSceneLoaded
Is what I'm trying to do possible? Use webgl and hosted addressable assets?
What's not obsolete? I keep finding tutorials and questions but the fixes / code used just don't work. I think I've wasted a good bit of time trying different things that I'm not sure if they are even possible to get working.
I've tried version 1.10, 1.15.1, 1.16.1. I've scoured the forums. I tried asking on discord for one of the tutorials (badgerdox) but got no response.
Please any pointers would be great!
I'm really stuck, and willing to try anything (could asset bundles work instead?) but afraid of wasting any more time if it's a dead end as this is for work. Thanks for any help!
At the moment Addressables doesn't support "gs" protocol.
Here is the official answer from Unity
The short answer from Unity:
UnityWebRequest doesn't support "gs://", which means for now we do not. Long term we are going to write a new downloading & caching layer, but for now we have what we have.
A workaround could be to change "gs://" to "https://storage.googleapis.com/"
More detail you can read in this thread.
I'v downloaded the windows version of STIP (space-time interest points) named stip-1.1.-winlinux.zip
I'm trying to run it from Matlab using the command:
system('bin\stipdet.exe -f data\walk-simple.avi -o data\walk-simple-stip2.txt');
But I'm getting the following error: "Could not initialize capturing from data\walk-simple.avi... "
It seems that it somehow trying to capture a video from the camera instead of using the input file.
I'm working on windows8 with Matlab 2013a. I already added all the dll's needed in order to run the package. The input file exist, so that certainly not the problem.
Has anyone managed to run in on windows? Any help will be greatly values as I'm quite stuck and really have no idea how to solve it.
Thanks,
Gil.
Install the Xvid codec, not the DivX codec
Installing XVid codecs worked for me.
https://www.xvid.com/download/
Also needs OpenCV 1.0 for correct .dlls
http://opencv.org/downloads.html
try installing DivX video codec .