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Problems with WebGL version

Hello everyone,

I'm using AC 1.83.0 and Unity 6000.0.40f1.
I found a thread here mentioning that for WebGL, the Videoplayer needs a URL and I can't get videos to work in the webgl version.

Also, we use a background that we can pan left and right but when we are in the WebGL version it is not working.
Our MainCamera and the Navcam in Unity:
https://ibb.co/SXSWyy5M
https://ibb.co/Q7D5btcG
https://ibb.co/2RQy8JT

I can also try to post videos of the game but, essentially, the camera stays still while in the Windows build I can move the camera without issues.

Comments

  • The Action's url field ought to be optional - if you leave it blank, it should rely on the clip already assigned in the Video Player component.

    The url field accepts both online and offline values - Unity's documentation on it can be found here:

    https://docs.unity3d.com/ScriptReference/Video.VideoPlayer-url.html

  • Hi Chris,

    Any tips on why the camera is not moving left and right in the game, in some computers?

    We've had feedback that it is not only the web build that's acting up like that. In some computers, the windows build also behaves the same and doesn't let the cursor pan the screen left and right.

  • @ragingbass2020 I don't know if this helps. But I always make sure to put a camera switch in OnStart to the camera I want to be used. Sometimes it doesn't pick it and pick the Main Camera instead. And it is a bit random like you said. Maybe the wrong camera gets selected in your case?

  • Any tips on why the camera is not moving left and right in the game, in some computers?

    Sorry, missed that.

    The NavCam in your screenshot has no target. You can check Target is Player? to have it follow the scene's Player character, or assign a specific Transform for it to follow.

  • edited June 16

    I'll try what you said duckmadeofwood!

    Chris, I don't have a player, per se. I'm doing a FPS style adventure game. FPS as in the Zork Grand Inquisitor or Nemesis style of game.

    At the moment I was using just the background constraints and follow cursor.
    Should I create an empty object that updates to the mouse position at each frame and the navcam follows that?

  • Ok, I've removed the videos in the cutscenes and did the switch camera thingy and it is now working.

    I also added a follow object that has a script that updates the transform to the mouse position.

    I think it was mainly the videos that solved the issue. I think there was some playback problem somewhere in the web version. I'll later confirm if it was only that...

    The other scenes after the first screen don't have the other changes and they all appear to be working, so...

  • Chris, I don't have a player, per se. I'm doing a FPS style adventure game. FPS as in the Zork Grand Inquisitor or Nemesis style of game.

    Ah, I see what you mean. Yes, the camera should be moving with the cursor - given the large Panning factor you've assigned.

    The custom script shouldn't be necessary in this case. If it's working now, you may wish to leave it. But if you want to get to the bottom of it:

    1. Uncheck the Constrain? boxes - does it then move with the cursor?
    2. Enable the "AC Status" box from the bottom of the Settings Manager. At the time the issue occurs, does the box (in the upper left corner of the Game window) list NavCam as the current camera, and is the game's "state" listed as "Normal"?
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