Debugging WebGL builds with the Javascript Console
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WebGL w/ Unity: The Ultimate Guide to Games in the Browser
Unity3D is the easiest way to deploy HTML5 games! (Easier than three.js, babylon.js, phaser and playcanvas!)
03:49:54 of on-demand video • Updated September 2018
Deploy a Unity game to the web within the first ten minutes of the course!
Learn where to find free game source code to study and share
Understand the history of Unity and the web and the reasons you'd want to use Unity as a web development tool
Upload games to various services (Simmer, Github Pages, generic web hosting, Firebase and AWS)
Put live browser games on Wordpress, Patreon, Kickstarter, and Medium
Pull images from the web and use them in your games
Interface with a web search API and build a multimedia image search
Build custom WebGL templates and make use of web responsiveness for various resolutions.
Communicate between Unity (C#) to the web browser (Javascript)
Resolve common WebGL errors like CORS, and memory issues
English [Auto]
All right. Now let's look at how you would actually start solving a problem if you run into something when you do your unity WebGL export. So in this case, I loaded up a game. This is from something that I'm going to show later on, but I just want to show you how you can look and debug these errors a little bit or at least find something that's good enough to Google. So as you could see, there was an error on that page. And what we need to do is go to developer developer tools and that should actually bring up our. Developer console. So if you look here, it says uncaught memory error index out of bounds, but that's the second error. Actually, what we want is the first error, which is no access control. Allow origin header is present on the requested resource. So what's great about going into the developer console is we at least have something that we can Google for now. I'm not going to show you right now how we fix this particular issue, but it's just something to keep in mind about how you would go ahead and debug something if something's not working on your WebGL export.