Getting HTML5 to work on Chrome
I managed to get a project to work on Firefox (both standard and Nightly), but whenever I run it on Chrome the "Downloading..." bar fills up and then it hangs and nothing happens. However, Tappy Bird does work on Chrome, which means it should be possible. What do I need to do to get this working?
asked Aug 28 '14 at 08:09 AM in Packaging & Deployment
For things to work on chrome, the files need to hosted behind a web server, chrome doesn't like direct file system access. http://stackoverflow.com/questions/6060786/file-url-cross-domain-issue-in-chrome-unexpected.
answered Aug 28 '14 at 05:56 PM
That particular error is to do with chrome not able to completely allocate the total memory required.
So, for HTML5 - we have to allocate all the memory the game is going to use before hand. 32 bit browsers can only provide that much.64 bit browsers can provide a lot more. this done through setting Module.TOTAL_MEMORY in the Game.html page.
either you can edit that value or set right amount in HTML5Engine.ini file ( BuildSetting ). Look at HTML5Platform.Automation.cs line 68 on how that value is set during packaging.
For 32 bit browsers - The most i have seen safely being allocated is 512 MB. if your game needs more than, I would think you are out of luck for 32 bit browsers. You might want to cherry pick this changelist to clamp values automatically for 32 bit browsers.
I think, You should do some experimentation and actually figure out the high watermark for memory usage - discussion about emscripten memory profiling and use that number in the .ini file for your HTML5 builds.
answered Sep 01 '14 at 03:27 PM
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