spaceyjase Here's one version of the export running: https://gotm.io/kreyc/br
HTML5 Export - Won't Run in Mobile Browsers
That works fine, it’s your hardware (Pixel phone tested).
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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 I expanded to the rest of my office and outside and only a very old, out-of-date samsung device partially worked (it loaded dice and would click, but no image textures, so they rendered pink).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 note that iOS devices are unsupported currently.
To be fair, the docs state that for maximum compatibility with HTML exports, you should use 3.x.
https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_web.html
spaceyjase Yeah. Using 3.x for that reason (was originally 4).
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!
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K_REY_C Is that option only in Godot 4?
It's new to Godot 4, but I think it's just a convenient way of combining other settings into a single setting, and not something that can't be done in Godot 3.
DaveTheCoder I'll migrate back to Godot 4 and see what happens! Thanks!
So in Godot 4.2-dev6 (has shadows in compatibility mode) this works on many android phones, but doesn't load at all for iPhones (on itch.io it just 404's, where it works on android).
I think I'd originally chosen Godot 3 due to theoretically greater compatibility for mobile browsers. At present this is better than it has been, but is there any known workaround(s) for iPhones?
Thanks all for all of the help!