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Votes
0
Found in
2019.4
2019.4.17f1
2020.1
2020.2
2021.1
Issue ID
1301930
Regression
No
[WebGL] Build fails with errors when the InputDevices.GetDevices() method is used
How to reproduce:
1. Open the user's attached "WebGLBuild" project
2. Open the "UsingInputDevice" Scene
3. Open the Build Settings (File->Build Settings)
4. Make sure "UsingInputDevice" Scene is in the Scene In Build list and WebGL Platform is selected
5. Build And Run
Expected results: No errors are thrown in the Console, the build is successful
Actual results: "warning: unexpected number of arguments 1 in call to '__cxa_pure_virtual', should be 0warning" error is thrown in the Console and the build fails
Reproducible with: 2019.4.17f1, 2020.1.17f1, 2020.2.1f1, 2021.1.0b1
Could not test with: 2018.4.30f1 because the GetDeviced() method did not exist
Notes:
- Building the project on a Standalone Platform builds fine without issues
Comments (1)
-
stevendimmerse
May 20, 2021 14:16
Its very annoying that you have to put a lot of #if around your code to get it to load in webgl when you want to make a XR project
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Resolution Note:
Hi,
Thank you for reporting this issue. The UnityEngine.XR classes are not available for the WebGL platform build. And therefore there is an unresolved symbol at the Linker stage of the build.
For more information on XR, see https://docs.unity3d.com/Manual/XR.html
We are investigating ways of showing a more descriptive build error.