Search Issue Tracker
Fixed in 2019.1.X
Votes
0
Found in
2019.1.0a5
Issue ID
1091245
Regression
Yes
Exception: "UnityLinker.exe did not run properly!" is thrown when a project is built and run for WebGL, iOS and tvOS
Exception: "UnityLinker.exe did not run properly!" is thrown when a project is built and run for WebGL, iOS and tvOS
1. Create a new project
2. Switch platform to WebGL
3. Hit Build and Run
Actual Result: Exceptions are thrown and unable to make a build
Expected Result: Build should be made and run gracefully
Working Fine in:
2019.1.0a4, 2019.1.0a3, 2018.3.0b6
Reproducible in:
2019.1.0a5
Environment:
Windows10 and Mac 10.13
Work Around: Uncheck the "Strip Engine Code" option under Other Settings and it will work.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “[Worker0] Could not generate preview image“ error when opening macOS native plugin in the Inspector with Architecture to build for set to ARM 64-bit
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
- [Rendering Debugger] [NewInputSystem] Debug Overlays in Play mode throws InvalidOperationException when using New Input System
RendergonPolygons
Jan 24, 2020 12:44
I'm getting this error on 2020.1.0.a20.2541 when building for WebGL, environment Win10. The proposed solution doesn't work for me. Also tried setting to null all stack trace to no avail.