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Game Engine (PlayCanvas or Unity) Builds on BrightSign

Hello, I am very new to BrightSign players so forgive me if there is a simple answer.

Would builds made with the Unity or PlayCanvas game engines work on a bright sign player.

Both of the Engines create HTML files so my assumption that they would at least load. However after creating a build with PlayCanvas and ran the player, it stopped at the loading screen. 

My question, is it because the inputs are done with mouse? Or, could there something else in the Javascript files that they generate that could be stopping the application from loading?

4 comments

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    Brandon

    Someone noted being able to get past the loading with the right parameters, see
    https://brightsign.zendesk.com/hc/en-us/community/posts/360029668233/comments/1260802900830

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    Patrick Silva

    These were just possible engines we might use but honestly it might be easier for us to stay away from WebGL for now.

    That being said, it does not seem like PlayCanvas has any settings like that but if it comes down to it we were leaning toward Unity anyway. If we end up going this route I will come back to this thread with updates.

    Thank you for your time!
    Pat

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    Daniel87

    The fact that Unity or PlayCanvas outputs HTML doesn’t necessarily mean it will run on a BrightSign player. BrightSign’s browser/runtime environment has limitations compared with a desktop browser.

    If the PlayCanvas build stops at the loading screen, I’d first check the BrightSign debug console for JavaScript errors. It could be an unsupported WebGL feature, JavaScript/WebAssembly API, resource-loading issue, or another browser limitation. Mouse input is unlikely to prevent the application from loading; it would generally only affect interaction.

    Unity WebGL builds can have similar compatibility and performance limitations. The BrightSign model and OS version are also important when troubleshooting.

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    Oliver Williams

    I’d suspect the issue is more than just the mouse input. BrightSign players have specific browser and hardware limitations, so some JavaScript or WebGL features used by Unity or PlayCanvas may not be fully supported. The loading screen usually points to a compatibility or resource issue. I’d check the browser console and test a very simple build first to narrow down what the player supports.

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