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unity-game-enginewebglmedia-playerunity-webgl

Unity WebGL Build on BrightSign Player stuck loading


I want to run a Unity WebGL build on a BrightSign XT1144 player. (What should be possible in theory...)
Therefore I created an absolute simplistic Unity project (using v2020.2.6f1), not much more than displaying an image, and build it for WebGL. Then I published this build to the player using BrightAuthor:connected (using a HTML 5 Widget).

When I start the player the typical Unity WebGL loading screen appears and stops at approx. 90%.

Right now the build works fine on a local server and also online, but not on the BrightSign player.

I played around with the build/player settings in Unity but the behaviour of the build didn't change. (And of course I googled my fingertips bloody, but it's hard to find any kind of valid information...)

Does anyone already have experience with a scenario like this? Any help would be appreciated! :)

Things I tried:

  • Enabled Development Build
  • Disabled Compression
  • Disabled Data Caching
  • Disabled Engine Code Stripping
  • Updated BrightSign OS to 8.2.72

Solution

  • Finally I got it working! This post in the Unity forum got me on the right track.
    With the following publishing settings, my Unity (2020.3.2) WebGL build runs on the BrightSign XT1144 player. (BrightSignOS 8.x)Unity WebGL publishing settings