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  • HTML5 Export - Won't Run in Mobile Browsers

spaceyjase I do indeed have that checked. I've also had it unchecked and tried the SharedArrayBuffer support on and off. I think what I'm trying to determine is if this is an itch.io thing (like a limitation of some sort), or a Godot problem, or both ― in order to figure out the best way to work around it.

At the end of the day I'd like to get this working for mobile browsers. It's uncomplicated (click to roll) and it's possible Godot is overkill for this, but my understanding is that this should work via Godot (and I'm hopeful it will).

Thanks for the tips! I'm sure I've missed something!

    K_REY_C what doesn’t work here, it crashes while loading? You might see something in the browser console if there are errors; is it only on itch.io or does it fail when running in the browser locally (or self-hosted)?

    I mean, this generally works in 3.5 (especially so) and 4.x so must be something specific to the project.

      spaceyjase It just has a the black, dark gray loading bar, which transitions to a dark gray spinning wheel that just never seems to load anything on a mobile browser (but it works fine on desktop). I ran the project locally via $ python3 -m http.serverin the folder and it ran on the desktop browser just fine, then I connected via a phone with mobile browser over the local network and saw the same behavior, so it's probably not an itch thing, though I'm unclear on what maybe works better.

      I'm using Godot 3.5.2 to remove any 4.x questions, but I'm still getting the same result.

      At a loss for what to try next. I'll probably just work through the docs again, but I'm not sure where else to look. Very open to ideas!

      spaceyjase

      This is the error I'm getting when launching the game on a mobile browser. (Will investigate, just tagging here for context if someone else happens upon this thread).

        K_REY_C

        So, something about not finding web assembly or the browser not supporting it (is this a common thing?)

        It's in the folder I exported for HTML5:

        The docs suggest application type needs to be specific, so I've checked that and it reads as fine.

        $ file --mime-type *.wasm
        index.wasm: application/wasm

        index.js:9:8876 is as follows:

        Out of my depth here. Any additional advice appreciated.

        Could be a security issue? What hardware is this, and have you tried other phones (have you tried other godot games) to confirm it isn’t your tech?

        If this is hosted on itch.io, fancy posting the link?

          spaceyjase I've messed with it a bit (upload, fail, delete, etc.) so let me get it back up at some point here. I did, however, try about 10+ other projects on itch.io that had the exact same errors on mobile browser only, so it's either a very common problem, or something where it's really simple for someone trying to make a mobile friendly export in Godot fail at it (and I ended up exporting probably 25+ different versions with various settings, options, etc. for upload at two different platforms - itch.io and gotm.io - as well as locally over the network, and they all seemed to fail in the same way on mobile).

          Because my "game" is so simple and uncomplex I'm really surprised to find this so challenging to work out, but we press onward!

          spaceyjase Very strange. Initially I'd used my Pixel 7a and a co-workers Android Samsung (which also didn't work). I expanded to the rest of my office and outside and only a very old, out-of-date samsung device partially worked (it loaded dice and would click, but no image textures, so they rendered pink). Every other phone, from iphones, to androids did not load on our end (including in multiple locations, so I don't believe individual networking issues came into play).

          Can anyone else test the above on their mobile device? This is extremely odd.

            K_REY_C IOS Safari does NOT work... Just loading forever. I have an older version of the OS though, so maybe that's why..

            IceBergyn I guess I'm not sure (I tried lots of exports). I eventually tried to settle on the most "compatible" and oldest set of everything. Though please do outline this compatibility mode for me as I very well may have missed it.

            In any case, shooting for the "most compatible" meant I migrated back to 3.5 from 4, I decided to export WebGL 1.0 (GLES2) because the documentation said "WebGL 1.0 is the recommended option if you want your project to be supported on all browsers with the best performance." I used the "Regular" export type as "is the most compatible across browsers, will not support threads, nor GDNative" (though I did try the other options and they also did not work). My memory is that there were different compression options (for web, desktop, etc). and that I tried them all to no avail (though perhaps not every combination of them all).

            I feel like I must be missing something foundational and trivial, because my understanding is that Godot 3.x very much can have a simple 3d game running in most browsers, but I'm so far unable to make this occur.

            Any additional insights appreciated, and thanks all for your help on this!