tutorials/export/exporting_for_web #24
Replies: 10 comments 15 replies
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Since Godot 4.3, projects can now be exported with a single thread. |
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I have a problem with "...ArrayBufferView larger than 2 GB" =( |
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I get hundreds of script failed to load errors, when running from itch.io or localhost. I can access the leel select screen, but the physics doesn't work when I try to load a level (or it's just frozen). https://drive.google.com/file/d/1BO99uabvns79U2KJdD7ggo8ZD1bWaHm0/view?usp=sharing |
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You can run your projects on localhost or https protocol using this tool. |
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When you embed the game to your website using iframe, it'll jump ("scroll" down) to the iframe position when game loads. |
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Using 4.4.1 and macos the exporter now won't create the zip file. Macos will always create a directory inside of the zip so sites like itch.io won't be able to see the index.html. Any way to solve this? |
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This can happen even with separate windows if the browser window is fully obscured by other windows. Ensure that at least a tiny portion of the browser window is active. Tested with Firefox 138.0.3 (64-bit) and Chrome 136.0.7103.93 (64-bit) on Windows 11 24H2 |
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Important gotcha on Firefox: Do not invoke It would cause Firefox to show a popup menu with a single Chrome/Chromium just raises the security question of whether to allow clipboard usage, then it works fine. Best to avoid this call entirely on the Web platform. Call it only once if the user presses Ctrl-V or a Paste button. The only drawback is you cannot properly disable the Paste button if the clipboard content is not suitable, but that's not a big deal. |
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tutorials/export/exporting_for_web
HTML5 export allows publishing games made in Godot Engine to the browser. This requires support for WebAssembly, WebGL and SharedArrayBuffer in the user's browser. WebGL version: Godot 4.0 and late...
https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html
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