Closed ryared closed 1 year ago
Ah posted on the wrong repo, sorry!
The current "fix" is Build Settings > WebGl IL2CPP Code Generation: Set it to "Faster (smaller) buids" instead of "Faster runtime"
https://github.com/YarnSpinnerTool/YarnSpinner-Unity/issues/163 (Initially, found the solution through discord.) https://discord.com/channels/754171172693868585/1074177617474883676
What is the current behavior?
When building to WebGL, the dialogue nodes are not loaded. DialogueException: Cannot load node Sally: No nodes have been loaded.
Please provide the steps to reproduce, and if possible a minimal demo of the problem: In essence, create a fresh unity project, install Yarn Spinner and the space sample, build it to WebGL and run.
What is the expected behavior?
The sample scene dialogue should run without throwing an error.
Please tell us about your environment:
Other information This problem also appears in a non-sample project which is how this problem was discovered.
Two errors pop up in the console: The first one happens when the game starts up OutDisabled.framework.js:3 ExecutionEngineException: Attempting to call method 'System.Func`1[[System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]::.ctor' for which no ahead of time (AOT) code was generated.
_JS_Log_Dump @ OutDisabled.framework.js:3
And the second one happens when a dialogue is trying to be run: DialogueException: Cannot load node Sally: No nodes have been loaded. at Yarn.VirtualMachine.SetNode (System.String nodeName) [0x00000] in <00000000000000000000000000000000>:0
Thank you for your time!