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Unity团结引擎使用总结_warning: 2 fs.syncfs operations in flight at once,

warning: 2 fs.syncfs operations in flight at once, probably just doing extra

团结引擎创世版以 Unity 2022 LTS 为研发基础,与 Unity 2022 LTS 兼容、UI 也基本保持一致,使 Unity 开发者可以无缝转换到团结引擎。融入了团结引擎独有功能和优化,未来会加入更多为中国开发者量身定制的功能和优化。

目前正在内测,喜欢的朋友看过来!
团结引擎官网

在导出时会有个额外的平台Weixin MiniGame,切换下平台Switch Platform,Build导出,这个需要花点时间。

Failed to download file Build/h5.data.gz. Loading web pages via a file:// URL without a web server is not supported by this browser. Please use a local development web server to host content, or use the Build and Run option.

提示我们必须把构建出来的文件放到web容器

Unable to parse Build/h5.framework.js.gz! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header “Content-Encoding: gzip” present. Check browser Console and Devtools Network tab to debug.

需要在服务器配置上下加上以下配置:
WebGL:服务器配置代码示例

# On-disk Brotli-precompressed data files should be served with compression enabled:
location ~ .+\.(data|symbols\.json)\.br$ {
    # Because this file is already pre-compressed on disk, disable the on-demand compression on it.
    # Otherwise nginx would attempt double compression.
    gzip off;
    add_header Content-Encoding br;
    default_type application/octet-stream;
}

# On-disk Brotli-precompressed JavaScript code files:
location ~ .+\.js\.br$ {
    gzip off; # Do not attempt dynamic gzip compression on an already compressed file
    add_header Content-Encoding br;
    default_type application/javascript;
}

# On-disk Brotli-precompressed WebAssembly files:
location ~ .+\.wasm\.br$ {
    gzip off; # Do not attempt dynamic gzip compression on an already compressed file
    add_header Content-Encoding br;
    # Enable streaming WebAssembly compilation by specifying the correct MIME type for
    # Wasm files.
    default_type application/wasm;
}

# On-disk gzip-precompressed data files should be served with compression enabled:
location ~ .+\.(data|symbols\.json)\.gz$ {
    gzip off; # Do not attempt dynamic gzip compression on an already compressed file
    add_header Content-Encoding gzip;
    default_type application/octet-stream;
}

# On-disk gzip-precompressed JavaScript code files:
location ~ .+\.js\.gz$ {
    gzip off; # Do not attempt dynamic gzip compression on an already compressed file
    add_header Content-Encoding gzip;
    default_type application/javascript;
}

# On-disk gzip-precompressed WebAssembly files:
location ~ .+\.wasm\.gz$ {
    gzip off; # Do not attempt dynamic gzip compression on an already compressed file
    add_header Content-Encoding gzip;
    # Enable streaming WebAssembly compilation by specifying the correct MIME type for
    # Wasm files.
    default_type application/wasm;
}

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发一个完整的配置:

server {
    listen       80; 
    listen       443 ssl;
	root /home/gamioo/games;
    index index.html index.htm;
    server_name  allen.gamioo.com;
    access_log  logs/allen.gamioo.com.access.log json;
    ssl_certificate ssl/gamioo.com.crt;
    ssl_certificate_key ssl/gamioo.com.key;

# On-disk Brotli-precompressed data files should be served with compression enabled:
location ~ .+\.(data|symbols\.json)\.br$ {
    # Because this file is already pre-compressed on disk, disable the on-demand compression on it.
    # Otherwise nginx would attempt double compression.
    gzip off;
    add_header Content-Encoding br;
    default_type application/octet-stream;
}

# On-disk Brotli-precompressed JavaScript code files:
location ~ .+\.js\.br$ {
    gzip off; # Do not attempt dynamic gzip compression on an already compressed file
    add_header Content-Encoding br;
    default_type application/javascript;
}

# On-disk Brotli-precompressed WebAssembly files:
location ~ .+\.wasm\.br$ {
    gzip off; # Do not attempt dynamic gzip compression on an already compressed file
    add_header Content-Encoding br;
    # Enable streaming WebAssembly compilation by specifying the correct MIME type for
    # Wasm files.
    default_type application/wasm;
}

# On-disk gzip-precompressed data files should be served with compression enabled:
location ~ .+\.(data|symbols\.json)\.gz$ {
    gzip off; # Do not attempt dynamic gzip compression on an already compressed file
    add_header Content-Encoding gzip;
    default_type application/octet-stream;
}

# On-disk gzip-precompressed JavaScript code files:
location ~ .+\.js\.gz$ {
    gzip off; # Do not attempt dynamic gzip compression on an already compressed file
    add_header Content-Encoding gzip;
    default_type application/javascript;
}

# On-disk gzip-precompressed WebAssembly files:
location ~ .+\.wasm\.gz$ {
    gzip off; # Do not attempt dynamic gzip compression on an already compressed file
    add_header Content-Encoding gzip;
    # Enable streaming WebAssembly compilation by specifying the correct MIME type for
    # Wasm files.
    default_type application/wasm;
}	
}

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Unable to load file Build/h5.framework,js.gz! Check that the file exists on the remote server. (also check prowser Console and Devtools Network tab to debug)

提示我们部分文件找不到,一般是nginx路由配置有问题

发布的时候最好压缩改成Gzip,而不是默认的Brotli ,因为很多nginx服务器默认都没有安装这个组件,
按照如下修改:
在这里插入图片描述

warning: FS.syncfs operations in flight at once, probably just doing extra work

指的是在Unity的WebGL运行时中,同时有多个文件同步操作(FS.syncfs)正在进行,不知如何解决?
查看源码:

if (FS.syncFSRequests > 1) {
   err("warning: " + FS.syncFSRequests + " FS.syncfs operations in flight at once, probably just doing extra work")
}
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具体可以参考: [Unity] IL2CPP WebGL 出现错误信息 FS.syncfs

Uncaught (in promise) RangeError: Maximum call stack size exceeded
at h5.loader.js:1:9231

一开始以为是在浏览器中跑导致的问题,放到微信里打开果然好了,但后来把配置文件优化了下,居然也好了,看来还是配置的问题。把以下两行放到了配置的根部:

root /home/gamioo/games;
index index.html index.htm;
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Hidden/Universal/HDRDebugView shader is not supported on this GPU (none of subshaders/fallbacks are suitable)

表示该Shader代码中的所有SubShader都不支持
在相关的shader文件(比如上述异常就是在HDRDebugView.shader)里添加如下一段,就不会抱异常了,表示如果不支持的话,用最差的策略去处理,保底:

FallBack "Hidden/Universal Render Pipeline/FallbackError"
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DecompressDXT should not be reached since it has
been disabled by slim.

纹理格式是DXT,团结1.0.0里,WeixinMiniGame上默认把DXT格式的纹理解压缩关闭了 ,因为微信小游戏主要是运行在移动设备上的,推荐纹理格式用ASTC
https://docs.unity.cn/cn/tuanjiemanual/Manual/EngineStrip.html
在这里插入图片描述

发布的H5游戏如下,效果还可以:
在这里插入图片描述
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