WebGL - Buffer limit exceeded. #298
Replies: 2 comments 5 replies
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Hi! We'll do our best to investigate this promptly, but it sounds like you're on a tight deadline, and we cannot guarantee we'll be able to provide a fix within your preferred timeframe - as the fix is currently unknown and could be more involved than changing only a couple lines of code. For that reason, your best bet in the short term is to find ways to simplify your UI. A few tips that could be useful:
Thank you for bringing this issue to our attention. We'll be sure to follow up once we have more information/guidance to offer! |
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The fix for this has just been published in Nova v2.1.1! |
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Hi everyone!
I'm using Nova UI for a cross-platform project (Android/Quest - WebGL) and I found an error when I have complex interfaces in my scene that break the tool.
The problem happens only in WebGL builds.
Problem is in "ShaderBuffer" class at line 47.
texture = new Texture2D(textureWidth, 1, TextureFormat.RGBAFloat, false, true);
The error is "Buffer limit exceeded" and that's because the calculated texture width is over 18k while the buffer limit is near to 16-17k.
It seems to depend on how many blocks are rendering. Problem is: I've not finished to implement all the UI I need yet, so I can't try to find a temporary workaround.
Now I'm in the situation that I have few days before the delivery of my project and this bug exploded in front of my face yesterday. That was a fantastic discovery! 😂
I sent a mail to your contact address with a sample project.
Unity version: 2022.3.1f1
Hope to hearing some news!
Thank you for your support!
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