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> Godot 4 web exports were pretty busted for a while, which irritated me enough to make me use something else. I think there's been some progress here though!
by lewispollard 2y ago
> Godot 4 web exports were pretty busted for a while, which irritated me enough to make me use something else. I think there's been some progress here though!
Still no web export support for C# yet, it's reliant on upstream support in .NET Core which isn't quite there yet.
- eieio 2y agooh I didn't even realize that C# was also a problem here - I was thinking about how web exports are (were?) pretty busted for Chromium-type browsers on Mac in Godot 4[1] due to some graphics backend stuff that I don't fully understand. Thanks for the heads up! Guess it's not time for me to revisit Godot yet :( [1] https://github.com/godotengine/godot/issues/70691 https://github.com/godotengine/godot/issues/70691
- lewispollard 2y agoYeah, there are a lot of problems with Godot 4 web exports generally - due to the fact that it's a lot more multi-threaded in general than Godot 3, which presents problems for web exports and requires certain features to be enabled server-side via headers. Godot 4.3 "fixes" this by allowing you to export a single-threaded build - which obviously isn't the ideal fix, more of a workaround that may result in worse performance. Godot 3.x supports web exports for C#, due to the mono runtime being long available as a WASM target. But .NET Core still doesn't quite work there, there are experimental builds while using Blazor specifically, but for hosted runtime stuff (such as Godot) the support isn't there yet, despite MS promising it since .NET 6 it hasn't arrived yet.