Qt Browser cannot open Unity WebGL build - qt

I started testing around with the QT nano browser example. We're researching the possibility to use this for our Unity WebGL project.
Anyway, So I download QT creator, and go to the nano browser example. Everything I try to load in works, except our WebGL project(other unity webGL projects work).
I'm not sure in how far I can share the links to our project here, but here is the error log I receive when loading it without our url's.
So essentially what it does it get in an endless loop trying to load in the Unity build. It just keeps trying. We're using Unity 2019.2 if that matters. Our WebGL build works in Chrome, Firefox etc etc.
Any clue/direction for me to look? I can't find much myself and have no clue where these errors are coming from. 1 time I actually got into my WebGL build but then after about 10 seconds it threw me out and restarted trying to load in. Could not reproduce that as it just worked 1 time magically.
Any help is appreciated. If you need more info let me know, I will gladly deliver it.

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Exported my Construct 2 game with Intel XDK (edit: Crosswalk); error message shows up. How do I get rid of it?

I just learned about the Intel XDK at Indiecade today, and I couldn't wait to get home to try a port of one of my Construct 2 games. The game ended up working perfectly, aside from the fact that it has no sound when played on my Galaxy S5. The Intel XDK Emulator plays the game with sound, but for some reason it doesn't work on my phone. My volume is all the way up. Are there any tips when importing C2 games with the Intel kit to make sure the sound is preserved?
One thing I might add is when I run the app, it gives me an error message as though I am trying to run it locally in my computer. The actual message:
Alert: Exported games won't work until you upload them. (When running on the file:/// protocol, browsers block many features from working for security reasons.)
And then it auto-jumps to:
Application Error: The connection to the server was unsuccessful. (file:///android_asset/www/index.html)
... as a matter of fact it stopped working altogether after the two error messages while I was typing this question.
Edit: OK... so I exported it within the XDK as Crosswalk rather than simply Android, and the music now works. However, the first error message I mentioned before still shows up. I won't want this on all of my apps. Any way to get rid of it?
OK so this is what I did wrong: When I exported through Construct 2, I did what I always do and exported as a web app. What I should've done is export it as an Android app. I seriously don't know why I didn't try this first but after exporting as Android and then using the Intel XDK to port it with Crosswalk, everything is peachy.
I found my answer here: https://www.scirra.com/blog/133/introducing-crosswalk-the-new-way-to-publish-to-android
I'm glad you found the answer here; I knew there would be a way :)
Just wanted to chip in as a follow-up, there is a webinar tomorrow for a much more in-depth tour of the XDK and its features - including crosswalk - than I was able to provide at IndieCade. Let me know if it works out for you!
Thanks,
Brad
Webinar Link: http://l.intelswpartner.com/u.d?V4GjZxR-vxyrcx8RFF58HZ=33001
This happens if you export as a normal html5 and not as Cordova app.
I had the same problem. I'm calling other HTML offline and solved the problem with this post:
https://software.intel.com/en-us/xdk/docs/adding-third-party-plugins-to-your-xdk-cordova-app
How Do I Reference cordova.js Script from My Project index.html File
To enable the use of Cordova plugins in an HTML5+Cordova project type, reference the cordova.js script file exactly once in your index.html file:
If your project contains more than one HTML file (or page) that will use Cordova APIs, you must include a reference to the cordova.js script file in each of those HTML files. It is highly recommended that you limit yourself to building single-page apps (SPAs) when creating Cordova applications. See this Cordova Best Practices article for more details. Also, note that the cordova.js file is a "phantom" file; it is not present in your project directory, but is added by the Cordova build system when your application is built (it is customized for your app as part of the build process).

No desktopSDK found in TideSDK Developer

when searching the internet, i came across the TideSDK which I learnt was made for develoing desktop apps with HTML, CSS & Javascript. As an experienced web designer I downloaded it hoping to begin creating desktop apps with my HTML, CSS & Jscript experience immediately. But, that wasn't the case.
Immediately I launched it I saw just two buttons one to import, the other to create new project. Since I had nothing to import, i opt to create new project. After filling the spaces for project type(project type was fixed on desktop), name, app id, directory, company/personal URL,the Titanium SDK Version was left inactive ( I don't know why but i thought it was minor), I expected to see some spaces to write my codes but none. Rather after saving my changes, I brought to a 'console' which was also inactive. No cursor at all except some buttons with lauch app, kill app, package with Runtime, package without runtime which were all not yielding any result. Infact after clicking each of them, I still remained in the inactive console.
In my curiousity to get things working, I have done many researches on the net without a fruitful result. The best article I have gotten so far is from: http://seyekuyinu.com/how-to-set-up-the-tide-sdk-developing-desktop-applications-with-html5-css3-and-javascript/ but even that did not work fine. I downloaded the Tiv Community App which suppose to serve as the IDE but it could not be installed.The installer always stop on the way. I have tried to instal it on my home laptop and the office desktop but it could not be completed in any of them. Please if you want to reply to this question, i would love you to download the Tiv Community app and see what am talking about. I have also downloaded the helloworld from Github but when I try to import, it gives an error message something like "Importing desktop project, but not desktop SDK found in your system". I downloaded the desktopsdk-1.2.0.C4-win32 but the installer is not work - 'cannot locate application path'.
Please, am curious about this whole project and would appreciate any useful reply. I would also appreciate if TideSDK Developer team could write a comprehensive 'getting started guide' but the guide avaiable now is not meeting up with our curiousity for getting started in SDK. Thanks
Checkout Getting Started Guide http://tidesdk.multipart.net/docs/user-dev/generated/#!/guide/getting_started
TideSDK's latest release version is 1.3.1-beta
You need to download the SDK from http://tidesdk.org and extract the same in appropriate directory as mentioned in getting started guide.

Phonon on Windows

Right now I have Phonon working on windows with a DS backend. However, it will not play certain mp3 files and although it appears to be playing m4a files (the song progress bar keeps moving) no sound comes out. The application is built using PyQt4 on Windows and is aimed at Windows users.
I know that this is not the fault of my program as when I replaced a file with one that did not play normally with one that did, the song played perfectly. I have downloaded phonon vlc, and tried to build it, but I cannot get CMake to create a makefile. Whenever I try, it tells me that the dev-cpp gcc is not able to make a simple test file.
I also tried downloading clementine and amorak to see if I could get that to work, but I have had the same problems there as well. Has anyone run into this sort of problem before?
I've run into the same problem recently. It seems to be that Phonon has a bit of a hissy fit about ID3 tags, particularly compressed ones. I've taken to creating a temporary copy of every mp3 that I open and using mutagen to delete the tags from that copy. I then open the de-tagged temporary file using PyQt/Phonon, and everything works as I expect. BTW, mutagen is awesome.
Phonon does have a bit of a habit of failing reasonably silently. This is what I do: check if your MediaObject is in a Phonon.ErrorState; if so check its errorString(), usually some incomprehensible message. Google this message and try to work from there.
Edit: Hmm, interesting. It's not Phonon having the problem, it's the DirectShow backend not being able to play the file with the compressed ID3 headers. While the "fix" I outline above does work, I found I was still having problems playing other types of files, e.g. .m4a, despite having the right codecs installed.
The solution was to install the K-Lite Codec Pack, and use the Win7DSFilterTweaker tool that comes with it to change the default decoder for the various codec types from "Microsoft" to "ffdshow". You might also need to run the ffdshow audio decoder configuration tool and tick the box marked Show dialog when an unknown application tries to load ffshow in the DirectShow control tab.

Flex-built SWF's no longer work, error 2048, 2046, 2032

I'm really confused about this problem, and I'm pretty new to Flex. Basically, anything I try to build with mxmlc fails to run now, giving me the above three errors depending on what I do. It was working 30 minutes ago, I've been spending that time trying to figure out what has changed. I redownloaded the Flex SDK, cleared my assetcache, have cleared Firefox's cache. (I'm using Linux.) Even if I compile with -static-link-runtime-shared-libraries=false, since it seems like #2048 is a RSL problem, it still refuses to run.
Another strange thing, if I keep
<policy-file-url>http://fpdownload.adobe.com/pub/swz/crossdomain.xml</policy-file-url>
<rsl-url>textLayout_1.0.0.595.swz</rsl-url>
in my flex-config file, then firebug tells me that my swf file is trying to access a copy of that in the app's folder, giving error 2032. And if I stick the one I have in frameworks/rsls/ then it gives me error 2046. I don't know how it could not be properly signed, unless Adobe magically changed a signature and didn't update their flex SDK.
Any help will be appreciated.
On Linux I sometimes get these errors. It seems that the Flash Player cache sometimes get corrupt. When I delete the asset cache I then have to reboot in order for things to work again. Not fun. I filed a bug a while back but without having a consistent way to recreate the corruption I can't help them reproduce the issue. Please file a bug if you have a consistent way to reproduce the issue.
Okay, more weirdness. Simply restarting Firefox seems to have allowed the applications to work again. Facepalm
Today I experienced that problem in one browser but not in other. I have Ubuntu 10.04 and in google chrome 6 I received error #2046. In FireFox and Opera everything worked well. The problem has been solved when I reloaded my chrome browser.
This is an off the cuff answer, maybe not correct, but I encountered a similar issue recently and discovered that the issue was that our app was not compiling the Flex libraries into the SWF. Because of this, in some cases the Flash player would for whatever reason decide that the cached Flex libraries (.swz files, aka Runtime Shared Libraries or RSLs) were incorrect versions and so would refuse to load them, giving similar errors without explanation. These cached libraries are separate from the browser cache, they are cached for the whole OS. You could try explicitly linking the Flex libraries into your SWF to troubleshoot the problem. If it goes away, that's a useful clue.

Severe Flex issues

I seem to be having difficulties getting the trace function to output anything to the console in either Eclipse with the Flex Plug-in, Flex Builder, or even FlexBeans (the Netbeans plug-in for Flex). I have removed and then reinstalled the Flash player 10 debugger version for both Firefox and IE, rebooting after uninstalling them and then after re-installing them. I have removed all old versions of Java and updated to the most recent version.
mm.cfg is configured correctly to allow the trace actions to appear in flashlog.txt
I tried removing the Flex Plug-in for eclipse to re-install, and now that I re-installed, I cannot create new Flex projects. I would rather not uninstall Flex Builder for fear that it will also behave strangely.
ANY ideas would be useful. Ideally, I need the plug-in to work, but any way I could get tracing to output to the console (in ANY IDE) would be better than what I have now.
I'm not sure what you mean by "Flash debugger for both Firefox and IE"; are you referring the debugger versions of the Flash Player available here?
http://www.adobe.com/support/flashplayer/downloads.html
If not, you definitely need those installed in order to be able to write trace() output to the IDE console.
I'm almost positive that this is not the issue, but it has confused me on a couple of occasions.
The Debug Application (as opposed to Run Application) keyboard command is different on Mac and PC. I use both and have gotten them mixed up, which results in my Running when I think I am Debugging, which of course leads to know trace outputs in the console.
Most likely not it, but doesn't hurt to mention it (I hope) :)
-- Evan
How are you testing the debugger? Have you tried going somewhere like with lots of ads that generally still have their traces in? Or are you just testing it with your own swfs? Have you installed the projector debug version? How is eclipse / flex configured to launch test swfs? Is it in the browser, or in the stand alone player? Do you have any weird mxmlc settings?
I assume you've followed all these instructions?
http://kb2.adobe.com/cps/193/tn_19323.html
This is actually a combination of issues. The minor issue was that one application was interfering with Flex Builder Plug-in. The major issue had to do with a setting which had gotten changed on the Flash debugger.
If you right-click the running SWF and then click Debugger, you can (essencially) tell the VM where to listen for trace actions. This had been set to another machine on the network, and not my local machine. As soon as that was switched, everything restored itself.

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