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This looks like you are using webgpu not webgl2 for the project.

SDK V2 requests were denied by Ashley.

(1 edit)

did he say why?

As for the webgl2 thing. I disabled WebPGU. I assume when it says webgl, it also includes webgl2?

The gist is he doesn't want to do more development on 3d.

That error looks like webgl2 is not available. Can you show some of the earlier parts of the log where it shows the C3 initialization and what renderer c3 is using?

I guess that makes sense. Construct is a 2d engine after all. Still a shame though.

[SW-Preview] Up to date

plugin.js:8 opts 

{runtime: C3.Runtime, isSingleGlobal: false, isWorld: true, isRotatable: false, hasEffects: true, …}

plugin.js:171 [3DObject] allow gpu skinning

plugin.js:188 [3DObject] shader mikal_frag_light-8 not found

The powerPreference option is currently ignored when calling requestAdapter() on Windows. See https://crbug.com/369219127

local.html:1 The powerPreference option is currently ignored when calling requestAdapter() on Windows. See https://crbug.com/369219127

runtime.js:1 [C3 runtime] Hosted in worker, rendering with WebGPU [nvidia/lovelace]

instance.js:1 Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'bindBuffer')

    at Object3DInstance.Tick (instance.js:1:5086)

    at Array._tickFunc (sdkInstanceBase.js:1:3226)

    at C3.Event.Handler._FireNonCancellable (handler.js:1:2241)

    at C3.Event.Dispatcher.dispatchEvent (dispatcher.js:1:970)

    at C3.Runtime.Step_AfterPreTick (runtime.js:1:40202)

    at C3.Runtime.Tick (runtime.js:1:38223)

    at C3.Runtime.Start (runtime.js:1:19364)

    at async C3.Runtime.Init (runtime.js:1:12312)

    at async InitRuntime (workermain.js:1:3322)

Tick    @    instance.js:1

_tickFunc    @    sdkInstanceBase.js:1

_FireNonCancellable    @    handler.js:1

dispatchEvent    @    dispatcher.js:1

Step_AfterPreTick    @    runtime.js:1

Tick    @    runtime.js:1

Start    @    runtime.js:1

await in Start        

Init    @    runtime.js:1

await in Init        

self.C3_InitRuntime    @    runtime.js:1

InitRuntime    @    workermain.js:1

await in InitRuntime        

HandleInitRuntimeMessage    @    workermain.js:1



in this I notice it wants the frag light shader and GPU skinning on. when I enable those I get this error

[C3 preview] Browser opened wrong size popup: wanted 854 x 972, got 854 x 971; resizing to compensate

plugin.js:8 opts Object

plugin.js:171 [3DObject] allow gpu skinning

The powerPreference option is currently ignored when calling requestAdapter() on Windows. See https://crbug.com/369219127Understand this warning

local.html:1 The powerPreference option is currently ignored when calling requestAdapter() on Windows. See https://crbug.com/369219127Understand this warning

workermain.js:1 Uncaught (in promise) GPUPipelineError: The fragment input at location 0 doesn't have a corresponding vertex output.

    at ValidateInterStageMatching (..\..\third_party\dawn\src\dawn\native\RenderPipeline.cpp:790)

    at ValidateInterStageMatching (..\..\third_party\dawn\src\dawn\native\RenderPipeline.cpp:790)


As i thought - It is webgpu not webgl2, change project settings to not use webgpu.

runtime.js:1 [C3 runtime] Hosted in worker, rendering with WebGPU [nvidia/lovelace]