Pictured: My Godot 4 game running on CrazyGames. This was previously impossible because most websites don’t support SharedArrayBuffers/CrossOriginIsolation, which was required to run Godot on the web.
Today is a glorious day for us webgame developers. Godot 4 is finally viable to use thanks to this PR which should be merged by 4.3
This allows you to force the exported game to run on a single thread, meaning you don’t need any special headers and your game should be able to run anywhere on the internet. This has the added benefit of making the games work properly on MacOS/iOS, which for some reason had serious issues with SharedArrayBuffers causing the browser to freeze.
Brings a tear to my eye, really. I might not need Unity for my next project.
@popcar2 guess I’ve been lucky, just enabled sharedarraybufffer and worked on itch
YAY!! I remember trying to prototype a mobile game through itch and the array buffers made it impossible, I should re-export it and try again
Note that this change hasn’t been merged into the engine yet. If you’re impatient like me and want to export anyways you can grab this PR’s build and no_threads template from the top right here (artifacts) and export using that.
Well I guess until then I’ll just be waiting… for godot
itch has support for SharedArrayBuffer. You just need to enable this in the options. I tried this like a year ago and it also worked on mobile
It looks like it was added in 15.2! 15.1 technically had it but sounds like it was disabled because of vulnerabilities. I should rebuild it with the current version then, see how it holds up
@popcar2 holy moly awesome news !
Noice
Oh damn! This is great!
Awesome! Glad this persistent issue has been addressed!