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Projectiles not displaying in WebGL Build #14
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If there is a way to use normal shaders instead of these custom shaders, I'd like to know to work around the problem. Thanks. |
I tried to use Unity 2020.3.0f1 with the sample project but also with no luck. The projectile number was showing but not the projectiles. I found there was someone from Unity said |
That is correct. As far as I am aware, webgl does not support
DrawMeshInstancedIndirect. You will need to disable instancing if you plan
to release to webGL.
…On Mon., Jan. 3, 2022, 3:43 a.m. JiaChen ZENG, ***@***.***> wrote:
I tried to use Unity 2020.3.0f1 with the sample project but also with no
luck. The projectile number was showing but not the projectiles. I found
there was someone from Unity said DrawMeshInstancedIndirect isn't
supported on WebGL
<https://forum.unity.com/threads/drawmeshinstancedindirect-doesnt-work-on-webgl.564880/#post-3753958>
.
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@jongallant How would one modify this project to work with WebGL? I agree that there is little point to it considering the project was made for precisely this purpose, but your physics still have a lot of nice features implemented. You mentioned disabling instancing? |
See PR #16. I've made it work with WebGL. It hasn't been merged though. If
you want to use it on WebGL you can try my fork.
…On Wed, Mar 2, 2022, 10:45 hallo1126 ***@***.***> wrote:
@jongallant <https://github.com/jongallant> How would one modify this
project to work with WebGL? I agree that there is little point to it
considering the project was made for precisely this purpose, your physics
still have a lot of nice features implemented. You mentioned disabling
instancing?
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I'm using Unity 2020.3.15f2. If I don't add the shaders to the project settings, it will throw errors like this. And the projectiles won't display.
After I added the shaders like this, it didn't have errors but the projectiles weren't displaying. The projectile number wasn't showing, too.
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