I was getting this error when I try to load my Web game:

My game is loaded at this domain: Highest Flavor Website Link
This is my project settings at the time of build export:

Please give me some suggestion to solve this problem.
I was getting this error when I try to load my Web game:

My game is loaded at this domain: Highest Flavor Website Link
This is my project settings at the time of build export:

Please give me some suggestion to solve this problem.
This error happened to me due to using the dynamic keyword. After replacing all my dynamic types with object the error was gone. Apparently the dynamic keyword is not supported on WebGL builds.
I've finally fixed the same error in my project. Here is what i did:
Narrow down the line of code that crashes WebGL. Go through the painfull process of pinpointing the line of code that is the source of the error. I had this "luck" that error occured when I've hit button and tried to load UIScene in Addition mode. So at first I found the script in the scene which when disabled got rid of the crash. Then I've repeated the steps and digged deeper into lines. After 2 hours of builds, comments etc I've found that the code was not working was setting the new color for UnityEngine.UI.Image. Which was pretty weird because in playmode everything worked ok.
Find solution. I think my solution might not be universal but I think there is something going in the Unity gameloop/lifecycle when running WebGL. The source of the problem was that i set the field that was storing my UI.Image in the Start method and then in some function I've tried to change the color.
Property was not exposed in inspector.
public class ModuleUI : MonoBehaviour
{
Image qualityBG;
void Start()
{
qualityBG = GetComponent<Image>();
}
...
then this line below was the cause of the crash
public void Set(Module module)
{
...
qualityBG.color = module.Quality.ToColor();
}
Bonus: I've also fixed some issues that was not critical (not crushing WebGL game) but not working properly as expected in playmode. This also has got to do with trying to set some object in Start() method and then doing something on them. The collection was not set up (probably null) in WebGL.
EffectUI[] effects;
Start()
{
effects = GetComponentsInChildren<EffectUI>();
}
void HideAllEffects()
{
if (effects != null)
for (int i = 0; i < effects.Length; ++i)
effects[i].gameObject.SetActive(false);
}
And this also started working when I've added [SerializeField] to effects and hook it up in the scene...
Hope this will help some of you guys & gals!
To run this build within the web browser - I have removed all extra things related code those can't work within the web build like in-app purchase, advertisements, leaderboard, native sharing etc...
After these things code removed from the project, I uploaded the exported build content to my hosting. Then after it started working properly.