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HTML5 export doesn't work in 4.3 on MacOS on some projects #88964
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No way #85939 didn't work, right? |
It might be the same issue as #88249 which should be fixed in 4.3 dev 4. |
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Please add such reactions to the OP with the 👍 emoji, not with a comment unless you have more information to add about the bug. This should be fixed in 4.3 dev 4 which was released yesterday, please test and confirm. |
This is still broken in 4.3 dev 4 @akien-mga, tested in a newly created project and ran in browser on Chrome. I get a different error though
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Tested this project and I got no errors at all. I used Godot 4.3.dev3 with the supplied export templates. @ZenRepublic @sweti-yeti Could you test with my MRP? |
Okay, this works for me in dev3 and dev4 @adamscott , as does my original MRP after going back and retesting. The error I reported in my previous comment is a different behavior from OP. In Brave, the first load of the game throws the However, I just tested with a game I've been working on with 4.2, and when exporting that with 4.3-dev4 I do reproduce the errors in the screenshot of this Issue. I'll see if I can get an MRP together that reproduces. |
Empty project web build seems to work, tested on dev5 snapshot |
Are y'all on Windows? I'm getting the same errors as OP with an empty project in 4.3-dev6 on macOS. |
So far I could not reproduce this on Linux at all, Web exports work just fine for me. So yes, I'll assume this is a macOS-specific issue. Could affected users who can still reproduce this in 4.3-dev6 comment with details on tested OS and browser versions? |
@akien-mga I still reproduce this error on dev6 with my project migrated from 4.2.1. My specs: see screenshot for errors/stacktrace. I have so far been unsuccessful in building an example project from scratch that reproduces the error, or in stripping down a copy of my main project to create a minimum reproducible example. If you'd like I could share a copy of my project with you privately to help you reproduce the issue, but would prefer not to post my whole project publicly. |
This could be related to updating the version of Emscripten used for official Godot releases? If it started in 4.3-dev3, I think that's the version where we switched from using Emscripten 3.1.39 to Emscripten 3.1.53. |
@sweti-yeti Do you use GDExtension? Which export template settings do you use? Is it a threaded/non-threaded build? Does it use dlink or not? |
@iryan2 Can you test on a new/empty project and on a more recent beta version of Godot 4.3? |
@adamscott I am pleased to report I not only got a empty project to work with 4.3-beta2, but also the (fairly simple) game that I've been working on! Huge thank you to you and anyone else involved in addressing this issue!! Just in case anyone else tries the same and finds that it doesn't work out of the box, please note that if I naively open the html file in a browser I get CORS errors like "Failed to fetch". The workaround is to serve the correct headers, in my case I used an npm package called
... where |
@iryan2 You can also just use the Remote Debug feature from the Godot Editor itself! No need to setup a custom server to debug your code. |
Oh wow I had no idea about that, thanks for the tip! |
@adamscott I have thread support enabled as my game is somewhat physics intensive, so I have the physics running on a separate thread. GDExtension support was enabled but I'm not using it. Not sure about the other settings. After disabling extension support in the export template the game loads without the errors from before! This is on latest 4.3 beta 2, I can try on dev2 as well based on @dsnopek comment about the emscripten update to see if that's related. |
Closing the issue as this issue seems too broad to really help. @ZenRepublic, if your problem persist, feel free to tell me in this thread, I'll reopen. |
Tested versions
Reproducible in 4.3 dev 3
not reproducible in: 4.2
System information
Windows 11 Godot 4.3 Dev 3
Issue description
People said my web game loads a long time on macs, and thats exactly the issue 4.3 dev 3 said to have fixed with multithreading.
Well, even an empty scene doesn't work, throwing these errors in browser console
Steps to reproduce
Just create a project on godot 4.3 dev 3, import html export packages and go to "remote debug" mode.
Minimal reproduction project (MRP)
N/A
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