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I'm a macOS user who makes games using Godot and publishes them on itch.io, and I haven't experienced this issue. Can you link to an example where this occurs, and provide some information on how the build was exported?


This is definitely a known issue that I've personally experienced but is even listed as a warning on the docs[1].

> Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs with SharedArrayBuffer and WebGL 2.0. We recommend using macOS and iOS native export functionality instead, as it will also result in better performance.

> Godot 3's HTML5 exports are more compatible with various browsers in general, especially when using the GLES2 rendering backend (which only requires WebGL 1.0).

Web exports are essentially unusable for Mac users. It's the biggest complaint I get from my games using Godot 4.x.

[1] https://docs.godotengine.org/en/stable/tutorials/export/expo...


You're probably using 3.5.x? The majority of web export issues only happen on 4.X.


I have both installed and am migrating a game between them now. I don't believe I've actually exported the 4.x version for using the HTML5 profile just yet, so I'll have to give that a go.


It'd be worth your time before you get too deep. The two issues that I ran into:

* CORS issues -- deploying on some sites (esp. gitlab and github pages) runs into issues because of shared buffer requests.

* Assuming you get past the CORS issues, there is still extremely slow load on OSX Chrome -- the app eventually loads, but holy smokes it takes forever.

Both of those nearly made me give up on Godot, but I'm very happy to stay with 3.5.x until those get resolved.


Thanks for the information. I am mostly migrating the game to get a first-hand idea of some of the changes I'm most likely to run into while developing the next one.

I, too, am happy to stay with 3.5.x. It works pretty well for my purposes, though hopefully 4.x will be a viable option for me soon.




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