Godot Version
4.4.1, but attempted to update to 4.5.1 in an attempt to fix the problem. Not only did it not work (game still did not launch), but I stopped recieving the error message
Question
Exporting the game as a Windows excecutable is met with no problems, with or without debug. Exporting as html fails, with or without debug, stating it “failed to fetch” when run directly from the computer and “memory access out o bounds” when uploaded to itch.io
If run on the editor, however, it works. I recieve a single error message when the game is first launched, but it doesn’t seem to have any actual bugs, or even differing behaviour between the web version and other versions. The error message is as follows:
E 0:00:00:116 get_process_id: OS::get_process_id() is not available on the Web platform. <Erro C++> Method/function failed. Returning: 0 <Origem C++> platform/web/os_web.cpp:132 @ get_process_id()
However, I make no use of the get_process_id function. In fact, I do not even use the OS class!
Is the function secretely used by some other function or feature I may be using? I have no idea why this is happening
Edit: Running the html5 from my computer I was able to find the following error messages, repeated for each of the 9 files in the exported game:
Access to fetch at 'file:[file path]' from origin 'null' has been blocked by CORS policy: Cross origin requests are only supported for protocol schemes: chrome, chrome-extension, chrome-untrusted, data, http, https, isolated-app.
Where [file path] is the path of the file in question. Both Google Chrome and Edge have the same errors.
Edit2: Uploading the debug version into itch.io actually works now. Non-debug version still claims “memory out of bounds”.