Error building player because build target was unsupported

Hi! I tryied to prepare build this project in terminal with: spatial worker build But that error appeares: Error building player because build target was unsupported This is a full log from termina...

Hi! I tryied to prepare build this project in terminal with:
spatial worker build

But that error appeares:
Error building player because build target was unsupported

This is a full log from terminal:

Error building player because build target was unsupported
ApplicationException: Failed to build player WorkerType=UnityClient;BuildTarget=StandaloneOSX;EmbedAssets=False;BuildOptions=ForceOptimizeScriptCompilation due to Error building player because build target was unsupported
  at Improbable.Unity.EditorTools.Build.UnityPlayerBuilder.BuildPlayer () [0x00094] in D:Unity_ProjectsVRStarterProject-masterworkersSpatialVRAssetsPluginsImprobableSdkSrcEditorBuildUnityPlayerBuilder.cs:192
  at Improbable.Unity.EditorTools.Build.UnityPlayerBuilders.BuildPlayers (IList`1 playerBuilders, IList`1 selectedWorkerTypes, PlayerCompression compression) [0x00090] in D:Unity_ProjectsVRStarterProject-masterworkersSpatialVRAssetsPluginsImprobableSdkSrcEditorBuildUnityPlayerBuilders.cs:85
  at Improbable.Unity.EditorTools.Build.UnityPlayerBuilders.BuildDeploymentPlayers (IList`1 selectedWorkerTypes) [0x00009] in D:Unity_ProjectsVRStarterProject-masterworkersSpatialVRAssetsPluginsImprobableSdkSrcEditorBuildUnityPlayerBuilders.cs:55
  at Improbable.Unity.EditorTools.Build.SimpleBuildSystem+<DefaultBuild>c__AnonStorey1.<>m__1 () [0x00006] in D:Unity_ProjectsVRStarterProject-masterworkersSpatialVRAssetsPluginsImprobableSdkSrcEditorBuildSimpleBuildSystem.cs:182
  at Improbable.Unity.EditorTools.Build.SimpleBuildSystem.RunIf (System.String targetName, System.Action action) [0x0003c] in D:Unity_ProjectsVRStarterProject-masterworkersSpatialVRAssetsPluginsImprobableSdkSrcEditorBuildSimpleBuildSystem.cs:240
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Improbable.Unity.EditorTools.Build.SimpleBuildSystem:RunIf(String, Action) (at AssetsPluginsImprobableSdkSrcEditorBuildSimpleBuildSystem.cs:244)
Improbable.Unity.EditorTools.Build.SimpleBuildSystem:DefaultBuild() (at AssetsPluginsImprobableSdkSrcEditorBuildSimpleBuildSystem.cs:182)
Improbable.Unity.EditorTools.Build.SimpleBuildSystem:Build() (at AssetsPluginsImprobableSdkSrcEditorBuildSimpleBuildSystem.cs:113)

(Filename: Assets/Plugins/Improbable/Sdk/Src/Editor/Build/UnityPlayerBuilder.cs Line: 192)

ApplicationException: Failed to build player WorkerType=UnityClient;BuildTarget=StandaloneOSX;EmbedAssets=False;BuildOptions=ForceOptimizeScriptCompilation due to Error building player because build target was unsupported
[2/2] x Build UnityClient workers (1m1.18s)
error: exit status 1

ApplicationException: Failed to build player WorkerType=UnityClient;BuildTarget=StandaloneOSX;EmbedAssets=False;BuildOptions=ForceOptimizeScriptCompilation due to Error building player because build target was unsupported
Error building player because build target was unsupported
ApplicationException: Failed to build player WorkerType=UnityClient;BuildTarget=StandaloneOSX;EmbedAssets=False;BuildOptions=ForceOptimizeScriptCompilation due to Error building player because build target was unsupported
  at Improbable.Unity.EditorTools.Build.UnityPlayerBuilder.BuildPlayer () [0x00094] in D:Unity_ProjectsVRStarterProject-masterworkersSpatialVRAssetsPluginsImprobableSdkSrcEditorBuildUnityPlayerBuilder.cs:192
  at Improbable.Unity.EditorTools.Build.UnityPlayerBuilders.BuildPlayers (IList`1 playerBuilders, IList`1 selectedWorkerTypes, PlayerCompression compression) [0x00090] in D:Unity_ProjectsVRStarterProject-masterworkersSpatialVRAssetsPluginsImprobableSdkSrcEditorBuildUnityPlayerBuilders.cs:85
  at Improbable.Unity.EditorTools.Build.UnityPlayerBuilders.BuildDeploymentPlayers (IList`1 selectedWorkerTypes) [0x00009] in D:Unity_ProjectsVRStarterProject-masterworkersSpatialVRAssetsPluginsImprobableSdkSrcEditorBuildUnityPlayerBuilders.cs:55
  at Improbable.Unity.EditorTools.Build.SimpleBuildSystem+<DefaultBuild>c__AnonStorey1.<>m__1 () [0x00006] in D:Unity_ProjectsVRStarterProject-masterworkersSpatialVRAssetsPluginsImprobableSdkSrcEditorBuildSimpleBuildSystem.cs:182
  at Improbable.Unity.EditorTools.Build.SimpleBuildSystem.RunIf (System.String targetName, System.Action action) [0x0003c] in D:Unity_ProjectsVRStarterProject-masterworkersSpatialVRAssetsPluginsImprobableSdkSrcEditorBuildSimpleBuildSystem.cs:240

failed (1m3.43s)
************************************
Error: exit status 1

ApplicationException: Failed to build player WorkerType=UnityClient;BuildTarget=StandaloneOSX;EmbedAssets=False;BuildOptions=ForceOptimizeScriptCompilation due to Error building player because build target was unsupported
Error building player because build target was unsupported
ApplicationException: Failed to build player WorkerType=UnityClient;BuildTarget=StandaloneOSX;EmbedAssets=False;BuildOptions=ForceOptimizeScriptCompilation due to Error building player because build target was unsupported
  at Improbable.Unity.EditorTools.Build.UnityPlayerBuilder.BuildPlayer () [0x00094] in D:Unity_ProjectsVRStarterProject-masterworkersSpatialVRAssetsPluginsImprobableSdkSrcEditorBuildUnityPlayerBuilder.cs:192
  at Improbable.Unity.EditorTools.Build.UnityPlayerBuilders.BuildPlayers (IList`1 playerBuilders, IList`1 selectedWorkerTypes, PlayerCompression compression) [0x00090] in D:Unity_ProjectsVRStarterProject-masterworkersSpatialVRAssetsPluginsImprobableSdkSrcEditorBuildUnityPlayerBuilders.cs:85
  at Improbable.Unity.EditorTools.Build.UnityPlayerBuilders.BuildDeploymentPlayers (IList`1 selectedWorkerTypes) [0x00009] in D:Unity_ProjectsVRStarterProject-masterworkersSpatialVRAssetsPluginsImprobableSdkSrcEditorBuildUnityPlayerBuilders.cs:55
  at Improbable.Unity.EditorTools.Build.SimpleBuildSystem+<DefaultBuild>c__AnonStorey1.<>m__1 () [0x00006] in D:Unity_ProjectsVRStarterProject-masterworkersSpatialVRAssetsPluginsImprobableSdkSrcEditorBuildSimpleBuildSystem.cs:182
  at Improbable.Unity.EditorTools.Build.SimpleBuildSystem.RunIf (System.String targetName, System.Action action) [0x0003c] in D:Unity_ProjectsVRStarterProject-masterworkersSpatialVRAssetsPluginsImprobableSdkSrcEditorBuildSimpleBuildSystem.cs:240

It’s seemes to be like building target is osX, but it’s not installed. Where I can change build target on Windows?

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Open


Issue created Nov 27, 2020 by Aaron Van Blarcom@vanblarcom_aaron

Error building player because build target was unsupported WebGL (2019.4.11f1)

Error description

Error building player because build target was unsupported (WebGL unity3d:2019.4.11f1)

Error log

stdout.log

Technical details

  1. Which CI service are you using?
    None at the moment

  2. Is this failing with shared runners or are you using your own runners?
    N/A

  3. What is you CI configuration (is it different from example project)?
    n/A

  4. Did you try with the Example project before trying with your own?

  5. Did you try running the build locally from command line?
    Yes via windows cli it works fine, trying to run your image locally and do the build fails. Believe that the WebGL component needs to be installed.

  1. Did it work previously with a different version?
    The project has only been ran on this version.
  2. Are you using Assets/Scripts/Editor/BuildCommand.cs exactly as is from the repo?
    No. We have our own which works in windows.
    WebGLBuilder.cs

Script I run to build

xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' /opt/Unity/Editor/Unity 
  -projectPath $(pwd) 
  -buildTarget WebGL 
  -quit 
  -batchmode 
  -executeMethod WebGLBuilder.build 
  -logFile stdout.log

I appreciate the work you do and any help is greatly appreciated.

Edited Nov 27, 2020 by Gabriel Le Breton

I have a problem with building Unity Project on WebGL target. This only appeares when I’m trying to build from script. When I build it from Unity project builds fine.
I think it can also be important, I’m running this methot from powershell script

PS Script:

$unityPath = "C:Program FilesUnityEditorUnity.exe"
$unityParameters = "-batchmode -projectPath `"$($repo)`" -username USERNAME -password PASS -executeMethod `"BuildScript.PerformBuild`""
$buildProcess = Start-Process -FilePath $unityPath -ArgumentList $unityParameters -Wait -PassThru

My code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.Build.Reporting;

public class BuildScript
{
     public static void PerformBuild()
     {
         var projectName = "scene_1";
         Debug.Log("### BUILDING ###");
         EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.WebGL, BuildTarget.WebGL);
         var report = BuildPipeline.BuildPlayer(
             new[] {$"Assets/Scenes/{projectName}.unity"}, 
             $"Build/Win/{projectName}.exe", 
             BuildTarget.WebGL,
             BuildOptions.None);
         
         Debug.Log("###   DONE   ###");
 
         Debug.Log(report);
         EditorApplication.Exit(1);
     }
}

Error I get in report:

Switching to WebGL:WebGLSupport is disabled

DisplayProgressNotification: Build Failed Error building player

Error building player because build target was unsupported

asked Sep 16, 2020 at 19:37

Andrzej Osowski's user avatar

6

Please check if you have WebGL support installed at eg: C:Program FilesUnity2020.1.5f1EditorDataPlaybackEnginesWebGLSupport

This error Switching to WebGL:WebGLSupport is disabled says that WebGLSupport is probably missing from you Unity installation.

Please double check that you are using the same installation of Unity in the script and in the Editor. You can check your path in UnityHub via Show in Explorer option
enter image description here

answered Sep 17, 2020 at 8:22

Tomasz Juszczak's user avatar

1

Build Error

1Error
An asset is marked as dont save, but is included in the build:
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

2Error
Building — Failed to write file: sharedassets0.assets
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

3Error
Error building Player: Couldn’t build player because of unsupported data on target platform.

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Re: Build Error

Сообщение kolya9898 04 ноя 2013, 15:39

Help me!

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Re: Build Error

Сообщение kolya9898 04 ноя 2013, 20:19

Посмотрите логи билда!!!Помогите!

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Re: Build Error

Сообщение seaman 04 ноя 2013, 22:57

Building — Failed to write file: sharedassets0.assets

1. Нет прав на запись. ИЛИ
2. При запущенном приложении пытаетесь его заново построить.

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Re: Build Error

Сообщение kolya9898 04 ноя 2013, 23:30

даже не знаю что ответить, запускал другие проекты они компилируются нормально….

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Re: Build Error

Сообщение kolya9898 05 ноя 2013, 13:38

Ребят, может у кого-то было, скажите что вы делали!!

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Re: Build Error

Сообщение seaman 05 ноя 2013, 14:49

Заметил еще это:

Couldn’t build player because of unsupported data on target platform.

Что за платформа?
ЗЫ: хорош апать. Если кто сможет — ответит.

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Re: Build Error

Сообщение kolya9898 05 ноя 2013, 14:56

web, задавайте любые наводящие вопросы на проблему, будем искать!

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Re: Build Error

Сообщение AMD 05 ноя 2013, 16:13

Попробуйте сменить платформу на другую и под нее построить.

Программист — это профессиональный конвертер галлюцинаций заказчика в жесткую формальную систему.

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Re: Build Error

Сообщение kolya9898 05 ноя 2013, 16:16

делал на все платформы!

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Re: Build Error

Сообщение kolya9898 05 ноя 2013, 20:01

Проблема решена это динамические NGUI шрифты!!!

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Re: Build Error

Сообщение Undeadpunk 04 дек 2013, 21:01

Сам только что решил эту проблему.
Если ну очень уж хочется использовать динамические шрифты-проследите чтобы шрифт был в папке с проектом.
Киньте туда TimesNewRoman или что вам там надо и везде замените остальные шрифты на него.

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Re: Build Error

Сообщение Neodrop 07 дек 2013, 14:40

Можно ещё вот так попробовать :

Используется csharp

 

[MenuItem(«Assets/Fix Fonts»)]
   static void CheckFonts()
    {
        int index = 0;
        foreach (var font in Resources.FindObjectsOfTypeAll<Font>())
        {
            font.hideFlags = HideFlags.None;
            font.material.hideFlags = HideFlags.None;
            font.material.mainTexture.hideFlags = HideFlags.None;
            font.material.shader.hideFlags = HideFlags.None;
            index++;
        }

        Debug.LogWarning(«Fonts processed : « + index);
    }

Билдить сразу после применения скрипта.

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Re: Build Error

Сообщение Neodrop 11 янв 2014, 14:54

Небольшой фикс (столкнулся с тем, что ещё и текстуры иногда бывают проблемными)
Только использовать непременно перед билдом! Иначе будет куча странных глюков в редакторе.

Используется csharp

//Created by Neodrop
using UnityEditor;
using UnityEngine;

public class FontFixer
{
    [MenuItem(«Assets/Fix Fonts and Textures»)]
    private static void CheckFonts()
    {
        int index = 0;
        foreach (var font in Resources.FindObjectsOfTypeAll<Font>())
        {
            font.hideFlags = HideFlags.None;
            font.material.hideFlags = HideFlags.None;
            font.material.mainTexture.hideFlags = HideFlags.None;
            font.material.shader.hideFlags = HideFlags.None;
            index++;
        }

        Debug.LogWarning(«Fonts processed : « + index);

        index = 0;
        foreach (var tex in Resources.FindObjectsOfTypeAll<Texture>())
        {
            tex.hideFlags = HideFlags.None;
            index++;
        }

        Debug.LogWarning(«Textures processed : « + index);
    }
}

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Источник

WebGL Player settings

This page details the Player settings specific to the WebGL A JavaScript API that renders 2D and 3D graphics in a web browser. The Unity WebGL build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL rendering API to run Unity content in a web browser. More info
See in Glossary platform. For a description of the general Player settings, see Player settings.

WebGL Player settings

You can find documentation for the properties in the following sections:

Note: Although the Icon panel appears on the WebGL Player settings, there are no icon settings because WebGL games do not use icons.

For more information about WebGL Publishing Settings, see WebGL Building and Running.

Resolution and Presentation

This section allows you to customize the screen mode and default size.

Resolution section for the WebGL Player platform

Resolution

Setting Function
Default Canvas Width Set the width of the WebGL canvas element.
Default Canvas Height Set the height of the WebGL canvas element.
Run In Background Enable this option to allow your content to continue to run when the canvas or the browser window loses focus.

WebGL Template

Select a template to use for your WebGL Project:

  • The Default page is a simple white page with a loading bar on a grey canvas.
  • The Minimal page has only the necessary boilerplate code to run the WebGL content.
  • The PWA page has a Progressive Web App A software application that’s delivered through the web. It uses certain browser features to create a user experience on par with a native application. More info
    See in Glossary including a web manifest file and service worker code.

You can specify your own template so that you can run your game in a similar environment to the finished game. Follow the instructions in Using WebGL Templates.

Splash Image

Use the Virtual Reality Splash Image setting to select a custom splash image for XR displays. For information on common Splash Screen settings, see Splash Screen.

Splash screen settings for virtual reality.

Other Settings

This section allows you to customize a range of options organized into the following groups:

Rendering

Use these settings to customize how Unity renders your game for the WebGL platform.

Rendering Player settings for the WebGL platform

Setting Function
Color Space Choose what color space to use for rendering: Gamma or Linear.
See Linear rendering overview for an explanation of the difference between the two.
Auto Graphics API Disable this option to manually pick and reorder the graphics APIs. By default this option is enabled, and Unity includes WebGL2.0, with WebGL1.0 as a fallback for devices where WebGL2.0 isn’t supported.
Static Batching A technique Unity uses to draw GameObjects on the screen that combines static (non-moving) GameObjects into big Meshes, and renders them in a faster way. More info
See in Glossary
Enable this option to use Static batching.
Dynamic Batching An automatic Unity process which attempts to render multiple meshes as if they were a single mesh for optimized graphics performance. The technique transforms all of the GameObject vertices on the CPU and groups many similar vertices together. More info
See in Glossary
Check this box to use Dynamic Batching on your build (enabled by default).
Graphics Jobs Enable this option to instruct Unity to offload graphics tasks (render loops) to worker threads running on other CPU cores. Use it to reduce the time spent in Camera.Render on the main thread, which is often a bottleneck.
Note: This feature is experimental. It may not deliver a performance improvement for your project, and may introduce new crashes.
Texture compression__ format__ Choose DXT, ETC2 or ASTC to set the texture compression 3D Graphics hardware requires Textures to be compressed in specialized formats which are optimized for fast Texture sampling. More info
See in Glossary format for WebGL. See Texture compression format overview for more information on how to pick the right format.
Lightmap Encoding Choose Low Quality, Normal Quality, or High Quality to set the lightmap A pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
See in Glossary encoding. This setting affects the encoding scheme and compression format of the lightmaps.
HDR high dynamic range
See in Glossary Cubemap A collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). More info
See in Glossary Encoding
Choose Low Quality, Normal Quality, or High Quality to set the HDR Cubemap encoding. This setting affects the encoding scheme and compression format of the HDR Cubemaps.
Lightmap Streaming Enabled Whether to use Mipmap Streaming for lightmaps. Unity applies this setting to all lightmaps when it generates them.
Note: To use this setting, you must enable the Texture Streaming Quality setting.
Streaming Priority Set the priority for all lightmaps in the Mipmap Streaming system. Unity applies this setting to all lightmaps when it generates them.
Positive numbers give higher priority. Valid values range from —128 to 127.
Frame Timing Stats Enable this option to gather CPU/GPU frame timing statistics.
Virtual Texturing Indicates whether to enable Virtual Texturing.
Note: The Unity Editor requires a restart for this setting to take effect.
Shader precision model Controls the default precision of samplers used in shaders A program that runs on the GPU. More info
See in Glossary . See Shader data types and precision for more details.
360 Stereo Capture Indicates whether Unity can capture stereoscopic 360 images and videos. When enabled, Unity compiles additional shader variants to support 360 capture (currently only on Windows/OSX). When enabled, enable_360_capture keyword is added during the Stereo RenderCubemap call. Note that this keyword isn’t triggered outside the Stereo RenderCubemap function. For more information, see Stereo 360 Image and Video Capture.

Configuration

Configuration settings for the WebGL platform

Property Description
Scripting Backend A framework that powers scripting in Unity. Unity supports three different scripting backends depending on target platform: Mono, .NET and IL2CPP. Universal Windows Platform, however, supports only two: .NET and IL2CPP. More info
See in Glossary
Choose the scripting backend you want to use. The scripting backend determines how Unity compiles and executes C# code in your Project.
Mono Compiles C# code into .NET Common Intermediate Language (CIL) and executes that CIL using a Common Language Runtime. For more information, see Mono A scripting backend used in Unity. More info
See in Glossary .
IL2CPP Compiles C# code into CIL, converts the CIL to C++ and then compiles that C++ into native machine code, which executes directly at run time. See IL2CPP A Unity-developed scripting back-end which you can use as an alternative to Mono when building projects for some platforms. More info
See in Glossary for more information.
API Compatibility Level Choose which .NET APIs you can use in your project. This setting can affect compatibility with third-party libraries. However, it has no effect on Editor-specific code (code in an Editor directory, or within an Editor-specific Assembly Definition).

Tip: If you are having problems with a third-party assembly, you can try the suggestion in the API Compatibility Level section below.

.Net Standard Compatible with .NET Standard 2.0. Produces smaller builds and has full cross-platform support.
.Net Framework Compatible with the .NET Framework 4 (which includes everything in the .NET Standard 2.0 profile as well as additional APIs). Choose this option when usng libraries that access APIs not included in .NET Standard 2.0. Produces larger builds and any additional APIs available are not necessarily supported on all platforms. See Referencing additional class library assemblies for more information.
IL2CPP Code Generation Defines how Unity manages IL2CPP code generation. This option is only available if you use the IL2CPP scripting backend.
Faster runtime Generates code optimized for runtime performance. This setting is enabled by default.
Faster (smaller) builds) Generates code optimized for build size and iteration. This setting generates less code and produces a smaller build, but may reduce runtime performance, especially for generic code. Use this option when faster build times are important, such as when iterating on changes.
C++ Compiler Configuration Choose the C++ compiler configuration used when compiling IL2CPP generated code.
Note: This property is disabled unless Scripting Backend is set to IL2CPP.
Use incremental GC Uses the incremental garbage collector, which spreads garbage collection over several frames to reduce garbage collection-related spikes in frame duration. For more information, see Automatic Memory Management.
Allow downloads over HTTP Indicates whether to allow downloading content over HTTP. The options are Not allowed, Allowed in Development builds only, and Always allowed. The default option is Not allowed due to the recommended protocol being HTTPS, which is more secure.
Active Input Handling Chooses how to handle input from users.
Input Manager (old) Use the default Input window.
Input System (Preview) Use the newer Input system. The Input System is provided as a preview package for this release. To try a preview of the Input System, install the InputSystem package.
Both Use both systems side by side.

Shader Variant Loading

Use these settings to control how much memory shaders use at runtime.

Setting Function
Default chunk size (MB) Sets the maximum size of compressed shader variant data chunks Unity stores in your built application for all platforms. The default is 16 . See Shader loading for more information.
Default chunk count Sets the default limit on how many decompressed chunks Unity keeps in memory on all platforms. The default is 0 , which means there’s no limit.
Override Enables overriding Default chunk size and Default chunk count for this build target.
Chunk size (MB) Overrides the value of Default chunk size (MB) on this build target.
Chunk count Overrides the value of Default chunk count on this build target.

API Compatibility Level

You can choose your mono API compatibility level for all targets. Sometimes a 3rd-party .NET library uses functionality that’s outside of your .NET compatibility level. To understand what’s going on in such cases, and how to best fix it, try following these suggestions:

  1. Install ILSpy for Windows.
  2. Drag the .NET assemblies for the API compatilibity level that you are having issues with into ILSpy. You can find the problematic files under Frameworks/Mono/lib/mono/YOURSUBSET/ .
  3. Drag in your 3rd-party assembly.
  4. Right-click your 3rd-party assembly and select Analyze.
  5. In the analysis report, inspect the Depends on section. The report highlights anything that the 3rd-party assembly depends on, but that is not available in the .NET compatibility level of your choice in red.

Script Compilation

Script compilation settings for the WebGL platform

Setting Function
Scripting Define Symbols Set custom compilation flags. For more details, see the documentation on Platform dependent compilation.
Additional Compiler Arguments Add entries to this list to pass additional arguments to the Roslyn compiler. Use one new entry for each additional argument.
To create a new entry, press the ‘+’ button. To remove an entry, press the ‘-’ button.
When you have added all desired arguments, click the Apply button to include your additional arguments in future compilations. The Revert button resets this list to the most recent applied state.
Suppress Common Warnings Disable this setting to display the C# warnings CS0169 and CS0649.
Allow ‘unsafe’ Code Enable support for compiling ‘unsafe’ C# code in a pre-defined assembly (for example, Assembly-CSharp.dll ).
For Assembly Definition Files ( .asmdef ), click on one of your .asmdef files and enable the option in the Inspector window that appears.
Use Deterministic Compilation Disable this setting to prevent compilation with the -deterministic C# flag. With this setting enabled, compiled assemblies are byte-for-byte identical each time they’re compiled.
For more information, see Microsoft’s deterministic compiler option documentation.
Enable Roslyn Analyzers Disable this setting to compile user-written scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary without Roslyn analyzer DLLs that might be present in your project.

Optimization

Optimization settings for the WebGL platform

Property Description
Prebake Collision Meshes Adds collision data to Meshes at build time.
Keep Loaded Shaders Alive Indicates whether to prevent shaders from being unloaded.

For more information, see Shader Loading.

Preloaded Assets Sets an array of Assets for the player to load on startup.
To add new Assets, increase the value of the Size property and then set a reference to the Asset to load in the new Element box that appears.
AOT compilation options Additional options for Ahead of Time (AOT) compilation. This helps optimize the size of the built iOS player.
Strip Engine Code Enable this option if you want the Unity Linker tool to remove code for Unity Engine features that your Project doesn’t use. This setting is only available with the IL2CPP scripting backend.

Most apps don’t use every available DLL. This option strips out DLLs that your app doesn’t use to reduce the size of the built Player. If your app is using one or more classes that would normally be stripped out under your current settings, Unity displays a debug message when you try to build the app.

Managed Stripping Level Chooses how aggressively Unity strips unused managed (C#) code. The options are Minimal, Low, Medium, and High.
When Unity builds your app, the Unity Linker process can strip unused code from the managed DLLs your Project uses. Stripping code can make the resulting executable significantly smaller, but can sometimes accidentally remove code that’s in use.

For more information about these options and bytecode stripping with IL2CPP, see ManagedStrippingLevel.

Vertex Compression Sets vertex compression per channel. This affects all the meshes in your project.
Typically, Vertex Compression is used to reduce the size of mesh data in memory, reduce file size, and improve GPU performance.

For more information on how to configure vertex compression and limitations of this setting, see Compressing mesh data.

Optimize Mesh Data Enable this option to strip unused vertex attributes from the mesh used in a build. This option reduces the amount of data in the mesh, which can help reduce build size, loading times, and runtime memory usage.

Warning: If you have this setting enabled, you should remember to not change material or shader settings at runtime.

See PlayerSettings.stripUnusedMeshComponents for more information.

Texture MipMap Stripping Enables mipmap stripping for all platforms. This strips unused mipmaps from Textures at build time. Unity determines unused mipmaps by comparing the value of the mipmap against the Quality Settings for the current platform. If a mipmap value is excluded from every Quality Setting for the current platform, then Unity strips those mipmaps from the build at build time. If QualitySettings.masterTextureLimit is set to a mipmap value that has been stripped, Unity will set the value to the closest mipmap value that has not been stripped.

Stack Trace

Select the logging settings for the WebGL platform.

Logging settings for the WebGL platform

  • Select your preferred stack trace method by enabling the option that corresponds to each Log Type (Error, Assert, Warning, Log, and Exception) based on the type of logging you require. For example:
    • ScriptOnly: Logs only when running scripts.
    • Full: Logs all the time.
    • None: No logs are ever recorded.

See stack trace logging for more information.

Legacy

Enable the Clamp BlendShapes (Deprecated) option to clamp the range of blend shape weights in Skinned Mesh Renderers.

Legacy settings for the WebGL platform

Publishing settings

Use the Publishing Settings to configure how Unity builds your WebGL app. For example, you can choose to enable the browser cache to store its files in your build.

Источник

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Search Issue Tracker

Fixed in 4.5.X

Votes

0

Found in

4.2.0f4

Issue ID

557777

Regression

No


Deployment Management

Aug 15, 2013

To reproduce:

1. Open PostProcess project

2. Set architecture to Universal or x86_64

3. Build

4. Look at generated platform.txt file in the same folder as the built player. It’s contents should be the platform name, but it is «Unsupported build target!»

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Hi all,

I have successfully built the videoplayback sample program.

I also made other projects using the same videos in the sampe program, and no problem, every thing is great.

But when I try to put my video, HERE problems find its way,

Here are the 3 errors I get when building the app:

1-

‘MovieTexture’ is not supported when building for Android.

Asset: ‘Assets/StreamingAssets/BMW M53.mp4’

UnityEditor.HostView:OnGUI()

2-

Building — Failed to write file: sharedassets0.assets

UnityEditor.HostView:OnGUI()

3-

Error building Player: Couldn’t build player because of unsupported data on target platform.

—-

I’ve put my video in the «StreamingAssets» folder.

I think my problem is the extension of the video I try to put

I searched many but I couldn’t find a way to convert my video to some thing works

The Vuforia videos of the sample have the extension «.m4v», which I converted my video to, but no success.

What’s my problem, and what should I do ?!

Sorry for the late reply

I managed to use my video by converting it to .m4v with the required spec.s using «HandBrake» program, and everything is working well now.

Thanks to all.

mina5590

Offline

Joined:
December 16, 2012

Posts:
11

ccan u tell me the steps ……wat shold be the path n data set load to use

nav

Offline

Joined:
November 28, 2012

Posts:
10

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