Comments (2)
Thanks for the answer! I was able to get rid of the errors by using the '-s ERROR_ON_UNDEFINED_SYMBOLS=0' argument. For those who might have the same problem:
- Go to ProjectSettings folder and open ProjectSettings.asset
- Search for webGLEmscriptenArgs
- Add the argument in front of it, like
webGLEmscriptenArgs: -s ERROR_ON_UNDEFINED_SYMBOLS=0
That solved the issue for me.
Creating the ghost WebGL plugin would probably also work, but in my case this solution fitted better.
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I can offer a quick workaround, which will stub out those functions in the WebGL build so that the build will not fail.
- First locate this
MicrosoftGeospatialDecompressionStubs.cpp
file in the package:
- Copy that file into your project, under a folder like 'WebGL'.
- After you copy the file, restrict it's platform to WebGL:
Now the WebGL build should work.
Note however, there will be unnecessary compilation and size overhead in the build output due to the maps code. Also, this does not make the map functional in webgl, so if the map code is being called it could lead to errors.
A better approach to ensure the map code is not compiling into the WebGL build output could be to put the map-related objects into a separate scene, and then exclude that scene for the WebGL build... At least, that's one idea. There may be better ways to go about that, but the gist is to make sure that the maps code is not being referenced by a scene when building WebGL.
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