Facebook Gameroom Out of Memory Crash

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Kenshinryu
Posts: 2
Joined: Thu Mar 08, 2018 12:29 am

Facebook Gameroom Out of Memory Crash

Postby Kenshinryu » Tue Mar 27, 2018 4:03 pm

When attempting to play the game on the Facebook playroom you'll get an error over time that says:

"JavaScript Alert"
"Out of Memory. If you are the developer of this content, try allocating more memory to your WebGL build in the WebGL player settings. "

This seems to easily happen if you open up the chat for World chat and your own city chat as well. You can make the app stay open longer if you don't open the chat at all.

MI-Wolf
Posts: 24
Joined: Tue May 09, 2017 6:55 am

Re: Facebook Gameroom Out of Memory Crash

Postby MI-Wolf » Tue Mar 27, 2018 4:13 pm

Kenshinryu wrote:When attempting to play the game on the Facebook playroom you'll get an error over time that says:

"JavaScript Alert"
"Out of Memory. If you are the developer of this content, try allocating more memory to your WebGL build in the WebGL player settings. "

This seems to easily happen if you open up the chat for World chat and your own city chat as well. You can make the app stay open longer if you don't open the chat at all.


It won't work. That version doesn't work at all.

What you need to do is download Steam, if you don\t already have it, then go through the tutorial again. After you complete the tutorial give yourself a name and then email support with your main account name/number (e.g. Name#12345), your level, your city, and the amount of gems/gold that you have and then add the same information for your Steam account. They will then link your Facebook account with your Steam account and you can then just play on Steam and your mobile device

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Shiroe
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Re: Facebook Gameroom Out of Memory Crash

Postby Shiroe » Wed Mar 28, 2018 2:02 am

Yep, switching to Steam if on windows would probably be the smartest option.

Part of the problem is that the Unity 3D game creation framework too long stuck to "we have our Unity Webplayer browser plugin as export target for browser games, so we don't need to hurry on making WebGL a good export target", then browsers stopped supporting such browser plugins and Unity was still lagging behind on having a good WebGL export...
Not sure which version of Unity 3D is built in and if Cloudcade upgrading to a newer version would result in less problematic Shop Heroes WebGL builds...
(for WebGL games, Facebook Gameroom is basically a shell around a webbrowser engine)
as of 2016-09-11: Player level: 44, City: Eolythes, Blueprints: 517, Mastered: 419, Crafted: 78.61K
(except for tier 1 and some tier 2 artifacts mostly running my shop/gearing self sufficient)


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