Unicode parsing error when exporting to Windows

Godot Version

Godot 4.3 (Stable, official)

Question

Essentially, I broke my entire game export while trying to compress textures and use some SDK’s. I’ve been making my game for nearly 6 months now, and I didn’t really have any issues with exports until now.
First of all, I am trying to put my game on Crazygames and Yandexgames, and I found a plugin called WebBus which allowed me to use both at the same time. So I implemented it, and tested it in the web, and it worked. Unfortunately, I was dumb and did not test the plugin in Windows so this may have caused the issue. (You will see why later)
Crazygames has a 50mb limit for games, and my game is 60mb since it has badly optimized textures, so I reduced the texture size by almost 4 times by reimporting them but it did not reduce the final build size. I also tried to set their mode to Basis Universal in order to save space.

After doing this, my exports broke. I can export html just fine, but I haven’t been able to test it since it’s not getting uploaded to crazygames due to a current glitch with the platform, and google chrome won’t open Godot’s html files. The .exe doesn’t work either. It gets exported with a WebBus.js file that weighs 2kb, and the file itself weighs 1kb for literally no reason. The exported html file weighs around 58mb but this varies a lot each time I export the project.

When I export to windows, I get this error:
° Unicode parsing error, some characters were replaced with � (U+FFFD): Invalid UTF-8 leading byte (90)

I have another issue where Godot keeps telling me that there are changes in my disk after I export, switch to another window, and switch back.

And I get this error after that:

scene/main/window.cpp:949 - Attempting to make child window exclusive, but the parent window already has another exclusive child. This window: /root/@EditorNode@16886/@Panel@13/@VBoxContainer@14/DockHSplitLeftL/DockHSplitLeftR/DockHSplitMain/@VBoxContainer@25/DockVSplitCenter/@VSplitContainer@52/@VBoxContainer@53/@PanelContainer@98/MainScreen/@WindowWrapper@10560/@ScriptEditor@10559/@ConfirmationDialog@10363, parent window: /root, current exclusive child window: /root/@EditorNode@16886/@Panel@13/@ProjectExportDialog@547

I hope somebody can help me find a solution to these issues. Thanks for your time!

Bump, this only got 8 views somehow

Most of the import options for textures reduce video memory usage, not disk space. You may have to scale your textures down.

On export errors I would try closing everything, deleting your .godot folder, then try exporting again. Exported HTML5 games do not run as standalone .html files, you will need a server to run them, Godot has a web server built in you can access near the “Play Current Scene” button.

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I deleted all folders I could related to Godot cache, and I saw all the thumbnails and everything be regenerated in the moment, my project list was cleared, and the export templates were deleted, so I reinstalled them, but I still get the errors from before… Thanks for the help either way

Previous versions of WebBus broke non-web builds. This has been fixed, but WebBus still doesn’t work at all in non-web builds.

Regarding build size: you can use a custom export template, but compiling it requires specific skills — it’s an advanced topic. Alternatively, you can try compressing the wasm file using gzip and decompressing it on the fly in the browser via JavaScript.

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