Search Issue Tracker
By Design
Votes
0
Found in
2018.2.6f1
2018.3.0f1
2019.1.0a12
Issue ID
1078211
Regression
No
[Vuforia] [WebGL] Vuforia-based codes fails to compile while attempting to build WebGL but not when editing
To reproduce:
1) Make sure you have both Vuforia and WebGL supports installed
2) Open attached project
3) Change it to Win Standalone
4) Build it
Expected: The player builds
5) Change it to WebGL
6) Notice that there are no compiler errors while you are working on scenes
7) Build it
Actual: Build fails with compiler errors as if Vuforia support wasn't supported. However, you can clear these errors (unlike normal compiler errors) and they disappear until next build attempt
Reproduced in 2018.2.6f1, 2018.2.20f1, 2018.3.0f1, 2019.1.0a12
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
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
Resolution Note:
Vuforia is not supported on WebGL build target