See in Glossary content. Use the following tips to get your build information.
Unity WebGL doesn’t have access to your file system, so it doesn’t write a log file like other platforms. However, it does write all logging information such as
For debugging purposes, you might want to make a development build in Unity (open the Build Settings window and enabled the Development BuildA development build includes debug symbols and enables the Profiler. More info
See in Glossary checkbox). Development builds allow you to connect the profilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info
Debug.LogError, or when an exception occurs and exception support is disabled. Unlike the managed stack traces that can occur when you have full exception support, these stack traces have mangled names, and contain not only managed code, but also the internal UnityEngine code.
WebGL has different levels of exception support, but by default, Unity WebGL only supports explicitly thrown exceptions. For more information, refer to Build your WebGL application. You can enable Full exception support, which emits additional checks in the IL2CPP-generated code, to catch access to null references and out-of-bounds array elements in your managed code. These additional checks significantly impact performance and increase code size and load times, so you must only use it for debugging.
Full exception support also emits function names to generate stack traces for your managed code. For this reason, stack traces appear in the console for uncaught exceptions and for
Debug.Log statements. Use
System.Environment.Stacktrace to get a stack trace string.
This is a common problem, especially on 32-bit browsers. For more information on WebGL memory issues and how to fix them, refer to the documentation on Memory in Unity WebGL.
The browser console log usually prints this error due to incorrect server configuration. For more information on how to deploy a release build, refer to documentation on Deploying compressed builds.
The browser console log prints this error when the content tries to load an AssetBundle compressed using LZMA, which Unity WebGL doesn’t support. Re-compress the AssetBundle using LZ4 compressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
See in Glossary to solve this problem. For more information on compression for WebGL, refer to documentation on WebGL building, particularly the AssetBundles section.