Godot Version
Godot 4.1
Question
World environment doesn’t seem compatible with web exports, and I can’t find anything about it online (except for a 3 month old reddit post that went ignored).
Even if there’s no way to for world environments to work in web exports, just knowing conclusively would save me a massive headache.
Thanks.
I’m using the Mobile renderer, in case that’s important.
World environment settings:
and Compatibility
? (OpenGL)
opened 05:11PM - 25 Sep 22 UTC
bug
platform:web
topic:rendering
topic:3d
### Godot version
4.0 beta 1 official
### System information
Windows 11 (AMD … Ryzen 5 3500U with Radeon Vega Mobile Gfx 2.10 GHz), Vulkan Mobile renderer
### Issue description
If I make a MeshInstance3D with a StandardMaterial3D and there is a WorldEnvironment node in the scene, then it is visible when I play in the Godot Editor but does not render in an HTML5 export using the Vulkan Mobile renderer.
### Steps to reproduce
To reproduce the issue from scratch do both of the following sets of steps:
- Create a new project using the Vulkan Mobile renderer
- Create a new 3D scene
- Give the root node a child MeshInstance3D and give it a new sphere mesh
- Give the root node a child Camera3D and set its Transform, Position, z to 10 (so it sees the sphere)
Set the Main scene to be that scene, and that will work as expected in both the Godot Editor and an HTML5 export but looks slightly different in the web export with the sphere appearing black instead of gray as in the Godot editor. The HTML5 export appears identical in both Chrome and Firefox.
- Give the MeshInstance3D a Surface Material Override with a default StandardMaterial3D.
- Give the root node a child WorldEnvironment node and give it a default New Environment.
Now the sphere is visible when the game is run from the Godot editor but is completely invisible in the HTML5 export in either Chrome or Firefox.
### Minimal reproduction project
[minimal.zip](https://github.com/godotengine/godot/files/9641321/minimal.zip)
HTML5 doesn’t support any of the Vulkan renderers (there is no WebGPU renderer yet). It only supports the OpenGL renderer.
Switch to the OpenGL renderer in the project settings, so that you’re actually using the same renderer on both native and HTML5.
I’m still a bit new, so I’m not 100% sure if I did this right, but switching to the OpenGL renderer is the same as switching to compatibility, right? If that’s the case then there doesn’t seem to be web support for the features I’m using, which is good to know.
Yes, see Rendering methods
system
Closed
January 24, 2024, 3:36am
5
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