For this reason, stack traces appear in the console for uncaught exceptions and for Debug.Log statements. These additional checks significantly impact performance and increase code size and load times, so you should only use it for debugging.įull exception support also emits function names to generate stack traces for your managed code.
#UNITY WEBGL PLAYER CHROME FULL#
You can enable Full exception support, which emits additional checks in the IL2CPP-generated code, to catch access to null references and out-of-bounds array elements in your managed code. By default, Unity WebGL only supports explicitly thrown exceptions. WebGL has different levels of exception support (see documentation on Building for WebGL). Unlike the managed stack traces that can occur when you have full exception support (see below), these stack traces have mangled names, and contain not only managed code, but also the internal UnityEngine code. The browser can use these to display stack traces when you run into a browser error, when using Debug.LogError, or when you throw an exception and exception support is disabled. More info See in Glossary, and Unity does not minify them, so the emitted JavaScript code still contains human-readable (though C++-mangled) function names. For example, it can report the percentage of time spent rendering, animating, or in your game logic. It shows how much time is spent in the various areas of your game. Development builds allow you to connect the profiler A window that helps you to optimize your game.
#UNITY WEBGL PLAYER CHROME HOW TO#
To help you to find out exactly what’s going on with your content, here are some tips on how to get information out of your build. 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. Visual Studio does not support debugging Unity WebGL A JavaScript API that renders 2D and 3D graphics in a web browser.