Godot Version
4.2
Question
I’m working on a Godot 4 project using the Mobile renderer, however the web exports use the Compatibility renderer. I am running into an issue I also had using Godot 3 where there is a lag spike when firing each type of GPUParticles2D for the first time. I am getting around it using a solution that I used in Godot 3 where I fire all particles for one frame at the start of each scene.
Is there a better way to do this, or does Godot 4 have a way to handle this for the Compatibility renderer? The shader cache project settings don’t seem to work on the web, and they don’t seem to provide a way to precompile shaders.