Not able to load large 3D obj Files in Unity Webgl - browser

I'm trying to load 3D obj file in webgl project. The obj files with size around 50mb, it is giving an error in the Browser. I referred this web site and used this script, which gives us various configurations for a webgl build but that didn't help too.
I'm using AsImpL for importing obj file in Unity 2020.1.0a12. I have attached the Screenshot of the Browser Page that is giving the error.
Please let me know if there is a solution for this problem?

Related

Can I run A-Frame in node.js (server-side)?

I'd like to take a lot of screenshots and export .glb from thousands of generated a-frame models. Since I can't save files from the browser without prompt, generating the models on the server-side with node.js would be awesome.
(As a workaround I could probably generate the models in the browser and POST them to a local server that saves the files to disk but I'd prefer the server-side rendering if possible)
So, how can I render A-Frame models in node.js?
Tried approaches like this with mock-browser for mocking the DOM (which is necessary in three, let alone DOM-based a-frame) and headless-gl for creating a WebGL context in node.
No luck there, so I settled with an electron application.
tldr: check this out. Download, npm install; npm run start; and render screenshots / export the scene as glb. If you like it, let me know how to improve it to make it more useful.
non tldr:
You can load up an a-frame website using electron, but use the main process to save the screenshot on your drive - so there are no prompts, and it can be automated.
To make a render, You can simply use the native screenshot component to create a canvas containing the screenshot image
document.querySelector('a-scene').components.screenshot.getCanvas('equirectangular');
but instead of downloading the blob, pass it into the main process via an renderer to main IPC channel - where you can save it on your drive.

How do you fix missing Unity WebGL il2cppOutput files?

I'm trying to export my game into WebGL but for some reason it pops up with 4 errors in the image below. I looked at youtube tutorials on this issue and changing settings such as the compression format to Disabled but none of them worked.
The errors in WebGL Unity Build

Retroarch js emulator not working on webpage

I am trying to develop a simple web page that allows a user to play a retro game (like Mario) using his browser. For this I have decided to use the js emulators that have been compiled from retroarch using emscripten. I have been told that some of the js emulators available on libretro website currently (https://buildbot.libretro.com/stable/1.7.0/emscripten/) do not work properly (example: n64 js emulator). So, I am trying to use the older version available on play-roms.com but I have not been able to make it work even after a lot of work.
The problem
I am trying to just replicate this game page to work locally on my machine: https://play-roms.com/nintendo-64/super-mario-64 Since, it is mostly dependent on HTML, CSS and JS, I simply copied all the HTML,CSS, JS files and also the emulator and .mem files. When I tried to make them work locally, they simply do not work. I get a constant warning in console in infinite loop:
"RetroArch [libretro INFO] :: mupen64plus: Memory initialized"
This warning does not allow the game to load. Please note that I do not get any other warning or errors on the console which are not already happening on the original mario page of play-roms from which I copied the files.
I assume that the problem is happening because of some issue with .mem file. Next, I tried to fetch the mem file from play-roms server itself (just for testing purpose) but that also did not help. (Please note that I am aware of CORS and know how to handle it). I still get the same error even when mem file is fetched from play-roms
I talked to someone who has worked in this area before and he confirmed that he too faced the exact same issue of "Memory initialized" in infinite loop when he tried it. He too could not solve it.
Please note that copying some other website is not my goal. I am just trying to make the retroarch js emulators work for my website.

Running unity with NodeJS

I'm using NodeJS with Express and trying to run a Unity html file on my site.
Basically what I'm trying to do is to get a Unity html file I have to play on my NodeJS site. The files are WebPlayer.html and WebPlayer.unity3d. If I open up the local copy of WebPlayer.html in my browser, the game plays fine. However, if I try to run the game through my site, I get the message Failed to download data file. I've looked this up, and have seen people having the same issues as me, but couldn't find too many helpful suggestions from people using node. Any help would be appreciated. Thanks!
Running the local copy in my browser (unity is loading the game and is working fine). file:///Users/thomasbaldwin/Desktop/WebPlayer.html
Running the WebPlayer.html file on my local server.
http://localhost:3000/account/game/

Error from Vuforia sample project

I am new to ndk development and I am trying to build an application for augmented reality. For that I am referring to Vuforia's sample projects, and then I will implement my application by making some changes.
My problem is that I cannot build the path for the library. I am new to Vuforia so I do not know how to do it properly. I have searched a lot for help and I am also trying to find instructions on the original site.
Here is the link for Step 3.
Can anybody please explain to me how I can build the Image Targets shared library?
Currently I get this error:
The library libQCAR.so could not be loaded The library
libUserDefinedTargets.so could not be loaded

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