Current situation of HTML5 target

Hi guys!
I am here to ask you a specific question: can I bet on Godot 4 if my (near future) target is HTML5?
I know that currently only Godot 3 offers a limited support to HTML5, but I’d like to know if there is a defined roadmap that can clearly tell me “just wait a couple months” or “forget about it, you’d better breed sea monkeys”.
I am testing the waters to find out which is the best choice for my team to switch from our in-house framework to a new tool that could ease the creation of multiple web-based games sharing the same code base, but Godot looks pretty far from being a tasteful option.
Can anyone argument in detail about this topic?

We recently had the opportunity to have a call with a Unity technician to talk exactly about this, but the main concern about Unity 6, the first version offering a pretty complete support to HTML5 target, was the build time for each game, that is around 45 minutes! What about Godot? Is there at least an experimental Godot 4 that can be used as reference to understand how long it takes to build a wasm game? We are currently around 45"/1’ per-game, for the most part minification of the JS.

Thank you in advance

  • seems to work fine in 4.3
  • now called Web instead of HTML5
  • can host the running game in github pages or anywhere

Both, Godot 3 and 4 have web export support. Godot 4 is just missing the support for C# web exports. The Godot 3 WebGL renderer is better, but Godot 4 web exports support multithreading.

Unlike Unity, Godot doesn’t compile on export. The editor and release templates are compiled once and then just packed by the editor together with your game files on export. This results in near-instant game exports.

The biggest problems for Godot 4 web games are still the missing C# support (no ETA, probably with .NET 10 or later) and the badly supported OpenGL/WebGL renderer, which is missing many features from the Godot 3 OpenGL renderer or the Godot 4 Vulkan renderer.

If you are making somewhat simple 2D (or very lightweight 3D) games with GDScript, Godot 4 should be fine for the web. For better overall web support go with Godot 3.

Sidenote: both, Unity and Godot have very bad WebGL performance compared to manually written renderers in plain JS or Rust. If you want to make something very complex or need maximum performance, both engines are a bad choice for a browser game.

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Thank you very much, this means that I can’t use Godot for now: I am making 2D slotmachines with Spine animations, but the missing C# support is an overwhelming problem for me. :neutral_face: