All Published WebGL Builds Not Working Properly
Hi Unity Community,
I've been following along with the Unity Essentials tutorials, but have now been having trouble with playing two of my WebGL builds on Unity Play. I decided to test things, by building and publishing a brand new, empty project—but even this didn't work. All of my projects work just fine when I play them in the Editor; the issue is just when I build, publish, and then try to play them on Unity Play.
There are two main problems that happen.
First problem: when I make the setting "Compress Format" set to "Disabled" in the "Publishing Settings" menu (File > Build Settings... > WebGL > Player Settings... > Player > Publishing Settings), after publishing it, the following 3 errors appear in the console:
TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD has unfreed allocations, size 66
Internal: Stack allocator ALLOC_TEMP_THREAD has unfreed allocations, size 66
To Debug, enable the define: DEBUG_STACK_LEAK in StackAllocator.h. This will output the callstacks of the leaked allocations
Then, when I try and play the published project on Unity Play, it loads to 90%, but never starts.
Second problem: When I make the build setting "Compress Format" set to either "Brotli" or "Gzip", after I build and publish it, no errors appear in the console. However, when I played my project on Unity Play, everything, such as the moving cars, and the music and sound effects, was in slow-motion.
I'm not sure why this is happening, as I am quite new to Unity, but if anyone could help, I'd very much appreciate it.
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