SL3 Javascript GetPlayer() function not defined in HTML5 output

Hi forum.

I created a game a while back for SL2, my external JS file gets and sets a bunch of Storyline variables using GetPlayer, SetVar and GetVar.

With the release of SL3, I have published this same game out, the Flash version works fine, the HTML5 version however, does not work. I am getting a ReferenceError on GetPlayer.

Does anyone know what the function to grab the SL player has changed to? I have gone through most of the given code, but I can't find any direct references to it anymore.

23 Replies
chiefy .

Running GetPlayer(), well after the course has finished loading, appears to work. This seems to be an issue with the way that the HTML5 output runs its JS files.

Another thing to note, SL3 now uses Booleans correctly. SL2 would use strings for bools, this means that when you grab the variable using js and check whether it's true or false, you would need to use "true" or "false". No longer in SL3.

Little things like the above should be shared with the community, otherwise we spend our already limited time trying to fix things that we shouldn't have to.

Ashley Terwilliger-Pollard

Hi chiefy,

I know we've got a few reports with our team of issues with some JS triggers and HTML5 not working as they did in Storyline 2.

We're still digging into those - but I'd like to get our team looking at your example too. Can you reach out and share with our Support Engineers here? 

Frank Siegel

Did this ever get resolved?  I have the same issue.  The story works fine in Articulate, but when we run in our environment (in an iFrame), when executing the JavaScript statement:

var player = window.parent.GetPlayer();

we get the following message in the web console:

window.parent.GetPlayer is not a function

The function is defined in app.min.js

Can you give me an update?  Thanks



Ashley Terwilliger-Pollard

Hi Frank,

Eloisa was waiting for some additional information from Chiefy. 

We do know of some issues with certain JS triggers for player functions not working as they did in Storyline 2, and it's specific to the HTML5 output. 

Have you tried your JS outside of an iFrame? Perhaps using Amazons S3 or upload to Tempshare would help narrow down the issue. 

Ashley Terwilliger-Pollard

No change on the custom JS code folks were using in the past. This is a bit further down our roadmap, but we'll share here in the community once we have more information about what this feature will include and when it'll be ready! 

In the meantime, if there are specific things you'd like to see, I'd love to know more about that! You can share it with me here and I'll get it into the hands of our Product team or you can share it with them here

Matthew Schmidt

I've been working on this problem for most of my day today, and thought I'd share my findings.

I have ran a number of unit tests and can confirm that the problem of running a script that calls GetPlayer() from a Storyline object contained in an iframe is 100% reproducible.  This use case always results in the following error:

GetPlayer is not a function

Conversely, when the Storyline object is loaded normally via the story.html file, the GetPlayer() function functions as outlined in the JavaScript best practices documentation.

I have tested this with four different Storyline projects.

Is there any indication of when there might be a resolution to this problem?

Frank Siegel

I wrote this a year ago and it's in this thread.  Did you try windows.GetPlayer() ?

"It was the iFrame.  We viewed the page source, pulled the iFrame tag out and pasted that into the browser and the JavaScript worked fine.  Turns out that since it's an iFrame:

window.parent.GetPlayer()  won't cut it.

windows.GetPlayer()  works.

So you might want to share this.  Thanks"

Zsolt Olah

It seems like there's two different issues going on. 

1) GetPlayer() does not exist yet at the point you're trying to use it

Where you use the GetPlayer() can cause issues. There's a difference between putting the code inside a trigger in Storyline vs. directly in user.js or an external file. This may or may not apply to your issue but:

user.js is loaded early (this is a change from SL2) in the story_html5.html file (around line 105), meanwhile the app.min.js is loaded at the bottom of the file. 

This was a change from SL2. Not sure why this change was introduced but it causes issues.

That means if you put GetPlayer() directly in user.js (even if you're using jQuery and wait until the document loaded), you can get an error because GetPlayer() does not exist yet at that point. Since the file loads earlier than the player is created, it returns an error.

You can test the difference by opening the story_html5.html file and move this line to the bottom.

<script SRC="story_content/user.js" TYPE="text/javascript"></script>  

However, this is a manual effort after each publish. If you put the code inside a trigger in SL, it would run. If that's the case, you know the problem was calling it too early.

2. The iframe discussion

The only time I used parent.GetPlayer() when my JS code was inside a webobject and I had to access the player from an iframe. 

You can check if GetPlayer is a function by using:

if (typeof GetPlayer === 'function') {...}

if (typeof parent.GetPlayer === 'function') {...}

Will Tribino

One way I managed to solve this is by calling a function from within Storyline that saves the player into a variable in the external js file. This way the player is only called when the player has been loaded for sure.


In an Execute Javascript trigger call the function (i.e when timeline starts execute js):


In your JS external file have:

function callPlayer(){

      window.player = GetPlayer();


By doing this you can call the player from within any other function in your external JS file, as long as the function is called from a trigger in SL.

I´m sure that are other ways to manage the player around the iframe scope, but this is a simple way to avoid calling the player when it does not exist yet.

I hope it helps.