Search Issue Tracker
Fixed in 2017.2.X
Votes
0
Found in
5.6.0f3
Issue ID
897782
Regression
No
[WebAssembly] IPAddress.NetworkToHostOrder(long) does not work on WebGL with WebAssembly enabled
Reproduction steps:
1. Open project attached (wa_NetworkToHostOrderBug.zip).
2. Build project on WebGL with WebAssembly marked.
3. Run it.
Expected result: Game launches succesfully.
Actual result: Game stops and error appears "Uncaught TypeError: asm.setTempRet() is not a function"
Note: WebAssembly is enabled. There is only one code in line start function: Debug.ErrorLog(IPAddress.NetworkToHostOrder(0L));
Reproduced on: 5.6.0p1, 2017.1.0b1
-------------------------------------------------------------
Fixed on 5.6.1p4, 2017.1.0b9 and 2017.2.0a2.
Comments (2)
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
- 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
- GameObject becomes gray when using HDRP and STP together on macOS
jvalencia
May 18, 2017 13:21
Please add this fix to 5.6.
tonialatalo
May 12, 2017 04:54
How come is this fixed when 2017.1 is not ready, and there is no backport of the fix for 5.6? Or should we create a new issue for a 5.6 backport of this to be able to vote on that?
Is the recommended solution to use 2017.1 for webassembly builds now?
I'll continue solving with 5.6 by making sure we don't let unhanled exceptions thru in the application code, which is of course good anyway, but hard to ensure especially with networking involved.