hey I am doing a unity basic course from unity itself, in one of its parts, it wants us to work with a microgame and share its WebGL link once we manage to build it
here is an error image
here is the link for my edited microgame https://play.unity.com/p/noobshooter/edit
I have tried to add the link multiple times but nothing is happening
what should I do now?
Have you tried adding: https://play.unity.com/p/noobshooter instead?
Related
I made a game project in unity. And I want to build this to WebGL. But when it build, it shows error like
I searched the solution, and everyone say "delete using UnityEditor". So I did that, but it has error when I delete that in Photon script.
How can I my game build in Webgl with not delete using UnityEditor. Or How can I fix the error another solution ? Thank you for your anything helps.
I found the cause. I use Photon voice chat, but it doesn’t support WebGL. Remove that asset and project build work well.
I am trying to add the unity WebGL to a flutter website.
I have searched everywhere on how to do this but no answer seems to help me do this.
Does anyone know how to do this?
This is possible with Unity-webview plugin
I had tried using the same build it with webGL and follow up it file structure errors in browsers. You can achieve this same.
I was able to get it working using easy_web_view2 package. The Unity game was hosted on a different domain and it was called within this widget. The package more or like mimics IframeElement.
I don't know if this has already been asked but I am trying to build an app in unity using the Mapbox SDK. The problem is that when I try building it in a WebGL format, then it says this:
"Build completed with a result of 'Failed'
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)"
Does anyone if Mapbox supports building in WebGL and if not, what another way can I use to share my app as an online game?
I hope this is enough info. Please try and make it simple, I don't know much about this kind of stuff.
Thank you!
WebGL is still under preview and alot of things don't work in it, to share your game over the web you could build as Windows application, then zip the output folder, put it in a github repo and link the repo to people you want to share your game to. If its a mobile game you can build as an APK and share you apk via github as well. Of course there is other options too but just to give you some ideas.
From below 2 posts, it appears that in order to build it on WebGL, you would have to get rid of the AR folders and files.
https://github.com/mapbox/mapbox-gl-js/issues/7531
https://medium.com/#jonathanwitcoski/day-20-making-a-webgl-game-in-unity-with-mapbox-sdk-31aeb147df15
I made an app for android with unity3d, and want to include chartboost into it. I imported the plugin for unity, and added an app as well as a campaign on chartboost. I also made sure that the signature and app name were put into the strings.xml file. When I tried running the demo scene, the buttons appeared, but when I tried to click them, nothing happens, not even a message in the console. What am I doing wrong?
Thanks for the help in advance!
Lagidigu
As far as I know, chartboost does not work in the editor. You will need to build to a device and use logcat to see the log messages. However their unity plugin seems to be in need of some fixing- in the meantime, email them at support#chartboost.com and they should send you a workaround .jar file that will get the ads showing in the demo.
See my answer to This Question for details about why the ads aren't showing up using the newest Chartboost unity plugin.
I think their plugin is broken because my other apps DO show ads, and i did nothing different except using their latest plugin, which also for me does not work.
Does anyone know of any good resources on the web to get the Prime31 Google Play Game Services Plug in to work with Unity3D?
Its been 3 days, I just don't seem to be making any progress testing Game Play Services in my game.
I am using the SHA1 from the ~/.android/debug.keystore - which I believe is the the right SHA1 that the unsigned version uses. I also tried using the published build in order to get the Game Center to come up.
I tried the Prime31 documentation, but that doesnt seems to be helping.
I also believe my app is correctly setup in the Game Service area of the Developer Console.
Any information would be great.
Thank you.
It turned out that after importing the game center package , I ended up with two manifest files. I had the Prime[31] AdMob already in the project, which comes with a manifest file.
By the way this is normal.
After talking to the their support service they directed me to use the "Generate AndroidManifest.xml file..." under their prime[31] drop down menu inside Unity3D. This merges the two files into a single manifest. That problem got solved.
I also had to upgrade to the latest files, by downloading them manually, from the Prime[31] web site.
After this two steps I was able to get the Game Center to work properly.
I hope it will help, I am posting my interaction with the Prime[31] support