does anyone know anything? is a solution in the works?

Just found a few videos on youtube about problems with HTML 5, I was warmed by the idea that I could publish a small game and people could play it. I am aware of the workaround that itch io has, I heard about a plugin that reloads the page and I don't want to downgrade to 3.5.

the videos i was talking about:

I've exported a small HTML5 game using Godot 4.1.1.

Which problem/limitation are you asking about?

It's unlikely that you'll get a definite answer to your question. I suggest that you read the announcements here, and decide for yourself:
https://godotengine.org/blog/

    DaveTheCoder thx for answer, you are the first, i asked a question on all sites related to godot

    "Which problem/limitation are you asking about?" - export html5 games without limitations) no work around with SharedArrayBuffer and 3d party plugin(coi-serviceworker)

    im talking about not to run in to 2 error message missing "Cross Origin Isolation" and "SharedArrayBuffer"

    in youtube video, there a pice where Juan Linietsky himself(from GDC 2023) talking about problems with html5

    On a server (that's running Apache) where I have a hosting account, I solved that by using this .htaccess file:

    Header set Cross-Origin-Opener-Policy "same-origin"
    Header set Cross-Origin-Embedder-Policy "require-corp"

    There are other ways of providing those headers, such as PHP or Javascript. And in Godot, there's a setting Project >> Export... >> Web >> Options >> HTML >> Head Include, which might be used for that purpose, but I'm not sure.

    But Godot 4 HTML5 requires HTTPS, and I haven't purchased a security certificate for my domain, so users get a scary warning message about the missing certificate.


    On itch.io, those headers are provided if you check the "SharedArrayBuffer support" box when uploading your game. And itch.io has its own security certificate, so users don't get the warning message.

      DaveTheCoder thx for replys

      i see 2 ways for me rn make game with godo4(publishing is an important aspect), then try to remake it in 3.X (i dont whant mess ma brains with differences)
      but i head that here problem with sound on weak mobile phones on 3.X

      or try defold engine for now

      TL;TR: go for it. Publish your game in itch.io (or another platform that supports ShaderArrayBuffer and all Windows users will be able to play your game. With Mac users are caveats.

      I have been following this issue for a long. As a Mac user I have even more problems because the browsers are still not updated to compile the shaders properly.

      The first thing is the ShaderArrayBuffer dependency you are facing. As I understand this is not going to change, this technology has been adopted and from now on your server hosting your web game has to have the proper Headers as @Trigra mentioned.

      You can set up a server with the proper Headers in your local using this Python script.

      If you want to host your game on the internet you can use free platforms such as itch.io. They support the needed headers.

      This way there won't be any issue for all the Windows users out there (In Android mobile also works fine).

      Mac Users (and iOS) they will still have problems to see your game as is followed up on the Godot issues thread: HTML5 export for Godot 4.0.beta10 takes 1-2 minutes to load on macOS

      There are recent good news for Mac users and looks like browsers are getting up to date. In Chrome all will work well when they ship ANGLE's Metal backend.

      I've been doing HTML5 for 10+ years, but not so much lately. Let me try to put it in perspective...

      PROS: It's nice for little games and demos of larger games, which people may be more willing to play in browser than download+install. It's best for 2D games but 3D performance is better than you might expect. Javascript/WASM just-in-time compilers are among the most advanced ones out there.

      CONS: The web and browsers are insanely complicated and fragile. From time to time new hacks/exploits are discovered, then browsers add new security features like Cross Origin Isolation which break HTML5 games or cause massive performance drops. Games are a sideshow on the web so they never receive adequate consideration and testing. Also, HTML5 3D support is basically last-gen OpenGL ES, so if you have a Forward+ Godot game using Vulkan-only features, don't commit to an HTML5 build until you've tested to make sure it'll look acceptable without too much extra work on your part.

      Godot export builds aren't exactly small - I'm just guessing 50 MB minimum for HTML5 - but that's fine for a demo of a big PC game running in a Chromium-based browser on a Windows/Linux gaming PC. However, if you want to make a little browser game that starts up instantly, you should consider using a lighter-weight HTML5 engine/framework.