WebGL error? (SOLVED)
Posted: Mon Sep 16, 2019 9:53 am
Hi
I'm using Easysave with cloud. I now have an issue, where downloading a file from the cloud works fine in editor, when the editors build target is windows. When I switch the build target to WebGL, and make no other changes, the download doesn't work.
Debugging with Visual Studio, I found the following:
In E3Cloud.cs line 375:
if(!HandleError(webRequest, false))
when I look at the WebRequest object, I get different results if buildtarget is set for WebGL, v.s. if buildtarget is set for Windows standalone:
WebGL build target:
webRequest.downloadedBytes = 0
webrequest.uploadedBytes = 153
Windows build target:
webrequest.downloadedBytes = 107
webrequest.uploadedBytes = 64
In both cases, the responseCode is 200 (meaning the webrequest was a succes), but for some reason, in webGL buildtarget, the webrequest uploads more, and downloads nothing. Apart from the above, I have found no difference.
If I *build* for WebGL, the file download also does not work. Color me baffled.
I'm using Easysave with cloud. I now have an issue, where downloading a file from the cloud works fine in editor, when the editors build target is windows. When I switch the build target to WebGL, and make no other changes, the download doesn't work.
Debugging with Visual Studio, I found the following:
In E3Cloud.cs line 375:
if(!HandleError(webRequest, false))
when I look at the WebRequest object, I get different results if buildtarget is set for WebGL, v.s. if buildtarget is set for Windows standalone:
WebGL build target:
webRequest.downloadedBytes = 0
webrequest.uploadedBytes = 153
Windows build target:
webrequest.downloadedBytes = 107
webrequest.uploadedBytes = 64
In both cases, the responseCode is 200 (meaning the webrequest was a succes), but for some reason, in webGL buildtarget, the webrequest uploads more, and downloads nothing. Apart from the above, I have found no difference.
If I *build* for WebGL, the file download also does not work. Color me baffled.