Phantom Camera does most of that in Godot.
>Unity exports to WebGL
Godot also does that, albeit without C# support until the next major version.
Phantom Camera does most of that in Godot.
>Unity exports to WebGL
Godot also does that, albeit without C# support until the next major version.
Godot webgl will not run on MacOS, defeating the whole point of WebGL/HTML5
“Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs with SharedArrayBuffer and WebGL 2.0”
https://docs.godotengine.org/en/stable/tutorials/export/expo...
The market share for Mac gamers must be very, very low. Like under 1%-low?
Being unable to load up a browser game on macOS is a pretty big deal when the main upside of a browser compile target is portability and accessibility.
I have read this line of the documentation a dozen times and I still don't understand what they mean by it. An HTML5 game is supposed to be run in a browser, are they saying that web GL 2.0 games won't run on a Mac even in a chromium browser?
Or are they saying that the export process to create the HTML5 game won't run on a Mac?
Forcing users to physically install a game onto their computer is simply too much friction for 99.9% of your prospective audience. Lack of robust HTML5 support is a dealbreaker.