Closed MarcoZVincenzi closed 1 week ago
Hi,
We've never supported webgl in AVPro Movie Capture. Its not something that has been requested by many people, and we have found too many issues with browser compatibility to be able to easily support it.
Hi, thanks for the reply. We are aware WebGL is not supported, and that is not what we are requesting. Up until version 5.2.0, the same project was able to be compiled for all target platforms, with the WebGL build simply ignoring the AVPro Movie Capture module. That is no longer the case in 5.3.0 due to the refactoring having moved preprocessor defines around.
AFAIK there haven't been any changes to the Windows side of things. The dev team is on annual leave at the moment, so we'll have to wait until they are back before we can work out what change has caused this.
Confirming same issue here. We build for both WebGL and MacOS. We don't use MovieCapture on the web build, but still need to build for that platform, which has worked until this change.
Also confirming the suggested workaround seems to work for now. Thanks @MarcoZVincenzi.
This has been fixed and will make it into the next release.
This has been fixed in AVPro Movie Capture version 5.3.1. Please let us know if your issue is not resolved.
Describe the issue AVPro 5.3.0 fails to compile when building for WebGL.
Your Setup (please complete the following information):
To Reproduce
Logs
We've circumvented the issue by adding a
#if !UNITY_WEBGL
define around theUtils.DriveFreeBytes(string, out ulong)
method, as well as theif (_minimumDiskSpaceMB > 0 [...])
clause, which is part of theCaptureBase.PrepareCapture()
method. If I'm not mistaken, these two were inside of aSTANDALONE_WIN
define in previous versions, meaning they'll never get called on a WebGL build.The issue was not present in 5.2.0. We are aware WebGL is not really supported, but we'd expect to at least be able to build for it.