I’ve finished a test project and ready to try to export it to the web. I’ve already used the export template manager and downloaded templates etc. (it’s odd though that the ‘download and install’ button is still being displayed???). someone had told me that if you had successfully downloaded the web templates there should be a subfolder created called ‘web’ and it contains some files starting with ‘webassembly’ . I’ve checked and there is no such subfolder created. Is this an issue with web export templates for this version of Godot? Can someone please help me further and point me in the right direction to solve all this web export issue? Thanks so much
So, under Editor/Manage Export Templates…firstly the ‘download and install’ button is still being displayed? (I would have though it wouldn’t be displayed after downloading templates etc). Also, when I click ‘open folder’ it shows loads of files.
Now, if I select Project, then Export, I’ve noticed that the Godot editor (output window) displays “Could not find version of build tools that matches Target SDK, using 36.0.0” ?
Now, after having selected ‘Web’ (presets), clicked ‘Export project’ I am conscious that there are a lot of options on RHS. Are there any that specifically need attention, like enabling etc?
Anyway, the export appears to have created several files ending …pck, .wasm, .html, on_worklet.js, io_worklet.js, .js, some icon .pngs
This is for exporting an Android game. Unless you’re exporting for Android phones, this is not an issue. If you want to export for Android there are a lot of extra steps outlined in the docs.
Nope, you can use the defaults.
Success! Now you just have to upload it to a webserver. You can host it for free on itch.io. I recommend using Butler, their program for uploads. Also you need to rename the html file to index.html.
Hiya. “success!” I hear you cry. Well, I cried because after having created the export file (archive zip) I uploaded it to itch.io. It failed telling me something about Cross-Origin_isolation and SharedArrayBuffer - clear as mud to me , as a newbie lol. It has been established since this, that I needed to untick ‘thread supoort’ in Godot’s export options. I totally didn’t get it all but…anyway, it has now been re-exported to Itch.io, and I’ve specified it to run within the browser (avoiding my need for a local webserver). ok, so that’s all well and good but is that it? - the exported project is just uploaded to itch.io and runs within the browser? Is there any more to this?
FYI, my little newbie project is at Lottery Simulation by MrBeckysDad .
I did the upload using the uploads button on their site, is that ‘butler’ you speak of? yes, I renamed the main file as index.html
I probably should have provided this link before. It will walk you through the process if you’re still having issues..
Your game runs! But it looks like the embedded window size is different than your game window size. You can fix that on the itch.io page. This is what I’m seeing when I play it:
Ohh dear! When I run it on the webpage on itch.io I see all the screen. interesting! I’ll have a look at the info you’ve suggested , thanks. …as a newbie in Godot4.4 etc I didn’t expect to get everything right first time…ha ha
I’ll re-do the web upload from scratch. the only option I was advised was not needed was the sharedarraybuffer option, but I’ll tick it anyway just to see what happens
Hiya. I’ve redone the export. I didn’t use the’framing’ options previously, but have done so now. (not sure about having to tick ‘sharedarraybuffer’). Also, I’ve specified the project’s default display size of 1152 x 648. let’s see it this all helps