Search found 5 matches
- Wed May 13, 2020 12:47 pm
- Forum: General Discussion
- Topic: Easy Save Issue with Web GL
- Replies: 7
- Views: 1850
Re: Easy Save Issue with Web GL
So I got it working through cloud build. Removing CinemaMachine and PostProcessing packages fixed it. When I fixed the build locally, one thing I ended up doing was clearing out Scripting Define Symbols from an old deleted package. One which post processing was continuously setting. I am guessing th...
- Wed May 13, 2020 10:44 am
- Forum: General Discussion
- Topic: Easy Save Issue with Web GL
- Replies: 7
- Views: 1850
Re: Easy Save Issue with Web GL
Yeah, the cloud build has the latest code, I did a clean build, and even remade a target from scratch to clean out anything that might be cached secretly. I made sure compression types matched, and am in the process of trying to make it fail locally again to at least narrow down the exact option.
- Wed May 13, 2020 10:08 am
- Forum: General Discussion
- Topic: Easy Save Issue with Web GL
- Replies: 7
- Views: 1850
Re: Easy Save Issue with Web GL
Looks like the problem is still around. It seems to now be fixed if I locally build, but still show up going through a cloud build. Using default Web GL target settings in cloud. Guessing there are some default target settings in cloud build that are not mixing well? Still investigating.
- Wed May 13, 2020 7:11 am
- Forum: General Discussion
- Topic: Easy Save Issue with Web GL
- Replies: 7
- Views: 1850
Re: Easy Save Issue with Web GL
After messing around with it for a while, I ended up loading a new project, and syncing all my Player Settings with it. Something in there fixed it (thinking data caching option, but too sick of test runs to verify). On a side note, it turns out that importing the save manager object into a scene th...
- Wed May 13, 2020 5:12 am
- Forum: General Discussion
- Topic: Easy Save Issue with Web GL
- Replies: 7
- Views: 1850
Easy Save Issue with Web GL
EasySave is causing my WebGL application to crash. I get a warning about multiple FS.syncfs operations happening in parallel. Then I get an infinite loop with "PlayerLoop internal function" stating it is being called recursively. Works in editor, I have cleared out saves multiple times for...