Search Issue Tracker
Fixed in 2020.1.X
Fixed in 2019.3.X
[WebGL] Using XElement.Load(string uri) causes an uncaught abort exception when using dlopen() dynamic linking in Emscripten
How to reproduce:
1. Extract the user's attached "WebGLBuild.zip" archive
2. Open "index.html" in a browser
3. Observe the error thrown by the browser
Expected result: the WebGL build runs without throwing an exception
Actual result: an exception is thrown indicating that Emscripten's linking support is needed to use dlopen()
Reproducible with: 2019.2.0f1
Not reproducible with: 2018.4.12f1
Could not test with: 2017.4.33f1, 2019.2.1f1, 2019.2.10f1, 2019.3.0b8, 2020.1.0a9
Note: could not test on 2017.4.33f1 due to an immediate crash upon launching the project. Could not test on versions 2019.2.0a1 through 2019.2.0b10 due to various Console errors. Not reproducible on versions 2019.2.1f1 through 2019.2.10f1 and on the 2019.3 and 2020.1 streams due to the built project not loading (no error is thrown, either).
Apr 15, 2021 07:21
Still facing the same issue with Unity 2019.4.23f and Photon PUN 2. Thinking of downgrading one branch to 2019.1 just in case it works with the older version. This is frustrating.
Feb 04, 2021 15:22
I'm using Unity 2020.2.1f1 and when I turned on IL2CPP everything was fine for Android, but got the original poster's runtime error on WebGL: "to use dlopen, you need to use Emscripten's linking support".
I fixed this with a conditional compile. For example:
public static extern void arwSetLogLevel(int logLevel);
public static extern void arwSetLogLevel(int logLevel);
Hope this saves some people some time :-)
Also, see this related thread: https://stackoverflow.com/questions/65853741/unity-android-build-works-in-mono-but-fails-in-il2cpp-due-to-undefined-reference/66048496#66048496
Jul 17, 2020 14:56
Still happening in Unity 2019.3.1.15f1 while deploying on WebGL
[code=CSharp]Uncaught abort("To use dlopen, you need to use Emscripten's linking support, see https://github.com/kripken/emscripten/wiki/Linking") at Error
at jsStackTrace (blob:http://127.0.0.1:8000/c9e045eb-6027-49e5-8d61-c2182c9a7b47:8:22313)
at Object.stackTrace (blob:http://127.0.0.1:8000/c9e045eb-6027-49e5-8d61-c2182c9a7b47:8:22484)
at Object.onAbort (http://127.0.0.1:8000/Build/UnityLoader.js:4:11118)
at abort (blob:http://127.0.0.1:8000/c9e045eb-6027-49e5-8d61-c2182c9a7b47:8:557852)
at _dlopen (blob:http://127.0.0.1:8000/c9e045eb-6027-49e5-8d61-c2182c9a7b47:8:186247)
at dynCall_iiiii (<anonymous>:wasm-function:0x172d911)
at Object.dynCall_iiiii (blob:http://127.0.0.1:8000/c9e045eb-6027-49e5-8d61-c2182c9a7b47:8:522390)
at invoke_iiiii (blob:http://127.0.0.1:8000/c9e045eb-6027-49e5-8d61-c2182c9a7b47:8:363788)
at dynCall_v (<anonymous>:wasm-function:0x172ddc4)
at Object.dynCall_v (blob:http://127.0.0.1:8000/c9e045eb-6027-49e5-8d61-c2182c9a7b47:8:535693)
at browserIterationFunc (blob:http://127.0.0.1:8000/c9e045eb-6027-49e5-8d61-c2182c9a7b47:8:190486)
at Object.runIter (blob:http://127.0.0.1:8000/c9e045eb-6027-49e5-8d61-c2182c9a7b47:8:193547)
at Browser_mainLoop_runner (blob:http://127.0.0.1:8000/c9e045eb-6027-49e5-8d61-c2182c9a7b47:8:192009)[/code]
Jun 11, 2020 18:40
Experiencing issue with 2019.37f1, 2019.4.0f1 still not fixed
Jun 05, 2020 08:44
Windows NT 10.0; Firefox 78.0b2 (64-bit)
Jun 03, 2020 15:32
This is still not fixed as of 2019.3.15 even though it says fixed in 2019.3 (and still says active also? That's weird). 2019.3.14 had this listed as a known issue in the patch notes, yet it was removed in 2019.3.15 patch notes but not fixed!
May 22, 2020 16:23
This is also broken for me (2019.3.14f1).
May 15, 2020 21:13
Some help with this would be nice. Is happening when I use LZ4 compression in MessagePack.
May 13, 2020 20:49
Having this issue in 2019.3.12f1.
May 08, 2020 17:45
Can you fix this in 2019.3.x? I'm stuck, if I used 2019.x I get DLOPEN error, if I used 2020.x I get UnityLoader undefined error in my web build :/
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
- Long Prefab save times when using Unity 2022.2 and higher
- Console displays error "UnityException: Creating asset at path Assets/Scenes/ .scenetemplate failed." during scene template saving
- "Development Build" watermark is shown in non-development UWP release builds
- Console errors appear when the Inspector is set to Debug and a GameObject is selected
- A script public variable value is not used when set in the Inspector window
Resolution Note (fix version 2020.1):
The issue described in the original report appears when using XElement.Load(string uri) in WebGL build. XElement.Load(string uri) internally a calls System.Net.WebProxy.CreateDefaultProxy, which performs MacOS platform check. This MacOS platform check has been broken in WebGL around 2018.3, causing the mentioned "dlopen()" runtime error. The issue has been fixed in 2020.1.0a19 and the fix has been backported to 2019.3.0f6.
Note that even though the original issue has been fixed, XElement.Load(string uri) still can not work properly on WebGL. XElement.Load(string uri) relies on xml file being loaded synchronously from the web and therefore internally uses multi-threading functionality which is currently not supported on WebGL. Downloading a file synchronously without multi-threading is also not supported in WebGL because synchronous XMLHttpRequest is currently in a deprecation state. The workaround would be to download the xml file in advance (i.e. using UnityWebRequest) and then parse it directly from the string using XElement.Load(System.IO.TextReader textReader). This workaround also doesn't involve any MacOS platform checks which originally caused the mentioned "dlopen()" error.
Fixed in 2019.3.0f5, 2020.1.0a19, 2020.2.0a7