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[URGENT] WebGL export completely different from editor playtesting. [C#]
I entered a competition the other day, and just recently found out I had a few problems. I submitted the project half an hour before the deadline, close to midnight, but was super tired and just went to bed. Unbeknownst to me, the exported version of the game had several problems, all of which were not present in the editor. They all seem to happen in my Controller script. The problems are these:
A two-dimensional array works fine in the editor, but the values constantly mix themselves up when it's exported. E.G. what should be
[[1,1,1],[0,0,0],[0,0,0]]
in the editor acts as[[1,1,1],[1,1,0],[0,1,0]]
I have a Mute function to mute certain sounds if the player so desires, but it does it as soon as it gets instantiated in the editor. However, in the player, there is just a bit of lag.
Is there any way I can fix these problems? As I said before, judging is underway, so I want to finish this before that happens in the next few days.
Bugs aren’t cool, does it have to be a WebGL build? I also recently got different results in WebGL in comparison to the editor. It was a tag not being recognized when it either started with a capital or lower case letter (I forget which) and it was a bug that unity is now aware of. I was able to fix it by changing the tag though. I would report the bugs ASAP in any case though.
All my tags have the same format and stuff, and most work, so it's not that. But thanks for the info.
Answer by SoshJam · Mar 08, 2019 at 12:02 AM
So it turns out the problem was that I had a faulty for loop. Not a unity bug at all. As for the sound effects, it is literally just lag. I fixed it by making it instantiate a Silent version of the sound effect instead.
But it was fine in the editor?? Strange, glad you fixed it in time, good luck with your competition