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Question by rageingnonsense · Jul 14, 2017 at 06:24 PM · webglbuild-erroril2cpp

il2cpp error when compiling for webGL in version 2017.1.0

This is the exact same error reported in this question:

http://answers.unity3d.com/questions/1364004/unity-201710b7-webgl-export-crash-il2cpp.html

But it was closed due to it being a beta build. This is happening from a fresh install of the latest NON beta build.

This is the critical error; with the noise removed:

CRITICAL:root:The JavaScript shell used for compiling (['C:/Program Files/Unity/Editor/Data\\Tools\\nodejs\\node.exe', '--stack_size=8192', '--max-old-space-size=2048']) does not seem to work, check the paths in C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\emscripten.config

Preceeded by this warning:

WARNING:root:did not see a source tree above or next to the LLVM root directory (guessing based on directory of C:\Program Files\Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\Emscripten_FastComp_Win\llc), could not verify version numbers match

This is from an upgraded project that was previously on 5.3, but untouched for.... quite a while. I simply wanted to recompile it from webplayer to webgl.

I have no idea how to fix this, or even to begin looking at what is wrong. Is this a bug in the current version?

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Answer by DamiaBonet · Jul 27, 2017 at 01:21 PM

The solution is here!

https://youtu.be/lxD02XawLeQ

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avatar image MarceloPetrucelli · Jul 27, 2017 at 02:17 PM 1
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Thank you DamiaBonet!

That really solved the problem. Assuming everyone has at least 8GB for a stacksize is so dumb! Anyway, I'd recommend changing to a value around 2GB and 4GB, since emscript can really start swapping in the hd if needed. Here in my computer with 6GB of ram I had a hard time compiling it with 1024.

In any case. Thank you very much for your help. I'll report the solution to Unity as well.

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Answer by MarceloPetrucelli · Jul 25, 2017 at 02:09 PM

Same error here... In fact, any project that I create, even without any scripts brings me this error... Btw, it's the first time I install Unity on my computer, so it's a fresh install as well.

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Answer by JoshPeterson · Aug 02, 2017 at 11:45 AM

I believe this will be corrected in the 2017.1.0p3 patch release, which will be available here soon: https://unity3d.com/unity/qa/patch-releases

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Answer by being-no-one · Aug 29, 2017 at 09:32 PM

2017.1.0f3 still has the same problem; editing Unity\Editor\Data\PlaybackEngines\WebGLSupport\BuildTools\emscripten.config to reduce stack size to 1024 worked.
Which makes me wonder why. My PC had 15 Gb RAM free and memory consumption wasn't particularly high anyway; task manager said il2cpp.exe was run as 64-bit process and I know for a fact that my OS (Windows 7 x64 Ultimate) does allow one process to take 20+ Gb.

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avatar image JoshPeterson · Aug 30, 2017 at 11:54 AM 0
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Note that the fix should be in 2017.1.0p3, not 2017.1.0f3. The "p" there is for patch release.

avatar image being-no-one JoshPeterson · Aug 30, 2017 at 12:00 PM 0
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Then, apparently, I don't understand how version numbers work. My initial understanding was that versions go 2017.1.0pN with increasing N until some state is considered "final" in some sense and marked 2017.1.0fN after which versions switch to 2017.1.1pN. But since there's already 2017.1.0p5...

avatar image JoshPeterson being-no-one · Aug 30, 2017 at 12:03 PM 0
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Yeah, it is a bit confusing. I think you have it upside down, actually. 2017.1.0fN is the final 2017.1.0 release. Here "final" means "no longer beta". After that, we start 2017.1.0p1, 2017.1.0p2, etc. This sequence culminates in 2017.1.1f1.

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Answer by Ouyahya · Feb 08, 2018 at 07:16 PM

Hey Everyone,

I had the same issue on 2017.1.2p1 and thanks to Ewanuk on this thread https://forum.unity.com/threads/error-building-webgl-il2cpp-exe-did-not-run-properly.468019/ the problem is solved on my side now.

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