We have several multi-platform projects, with adjusted features depending on the target platform. Augmented Reality being used on Android and iOS, but not on WebGL. I want to be very clear about this, we are NOT using Vuforia on WebGL.
We know Vuforia does not support WebGL. That being said, it should not hinder projects including Vuforia from being built for other platforms...
This has not been an issue for a few years now, untill we recently switched to the Package Manager version of Vuforia.
Before the switch, all code related to Vuforia was carefully excluded from non-mobile builds with pre-compile statements.
And the Vuforia libraries were correctly configured to only be made available for supported (Android and iOS) builds.
Now the issue is, we no longer have control over the scripts and libraries, as they are handled externally.
And, for some unknown reason the Vuforia Script librairies targel all platforms and make no use of pre-compile directives, making cloud builds fail when targetting WebGL, since Vuforia does not support this.
Why would you have your libraries target all plarforms when some of those are not supported ? From what I read, this has been an issue for quite a while.
Is there any way to correct this for cloud builds on our end?
(This is a real critical issue for us, as WebGL updates to our projects have essentially come to a halt).
If not, do you have plans to correct this critical issue in an upcoming update?
This doesn't seem like something difficult to correct for the next release :)
Thanks for your feedback on this issue ! :)