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The generated index.html file from unity webgl build have a html5 canvas in it. You have to use that canvas to your intended platform or vice versa.


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No, actually is not allowed to read and write to/from the same buffer at the same time. This results in undefined behavior. If it does work on one piece of hardware, it may not work on another. Here is a more detailed explanation: https://www.opengl.org/wiki/Framebuffer_Object#Feedback_Loops Here is the resulting error: GL_INVALID_OPERATION> Source and ...


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Just add this to the bottom of the HTML page that Unity generates for you BEFORE the Module declaration and UnityLoader.js is loaded (I wouldn't hack the UnityLoader.js file because it'll get overwritten every time you do a build). <script> if (!window.WebGLRenderingContext) { window.location = "http://whatever.com"; } </script> ...



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