I'm having this weird issue when exporting my Unity 3D application to webGL. On my computer it runs fine (on Unity, that is) but when I put it online it gives me the Maximum Call Stack Size error on Chrome (firefox runs fine)
I did some research and most articles say it's because of a possible infinite loop on the code, I checked my code and there are no infinite loops (it would hang on firefox). So now I'm not sure how can I debug this. Can someone help out?

Update: I tried disabling objects from the scene, and even with an almost empty scene with no C# code running, it will still return this bug.