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Update "Exporting for the Web" to include 4.3 features #9913
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Please don't use the 4.4 milestone unless it's for a change that only applies to 4.4 |
@adamscott Friendly reminder bump! |
Oops. I didn't see that the build failed. Gonna fix that tomorrow morning. |
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Any updates on this getting merged? Have you gotten the builds to stop failing? |
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Just updated the PR. Should work, now. |
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not as performant as the multi-threaded export), it doesn't require as much overhead to install. | ||
It is also overall more compatible with stores like itch.io or Web publishers like | ||
`Poki <https://poki.com/>`__ or `CrazyGames <https://crazygames.com/>`__. The single-threaded export | ||
works very well too on macOS and iOS, where it always had compatibility issues with multiple threads |
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works very well too on macOS and iOS, where it always had compatibility issues with multiple threads | |
works very well on macOS and iOS too, where it always had compatibility issues with multiple threads |
requires WebGL 1.0). | ||
For these reasons, it is the prefered and now default way to export your games on the Web. | ||
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For more information, read `this blog post about single-threaded Web export |
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For more information, read `this blog post about single-threaded Web export | |
For more information, see `this blog post about single-threaded Web export |
Or
For more information, read `this blog post about single-threaded Web export | |
For more information, please read `this blog post about single-threaded Web export |
For some reason "read" as an imperative alone feels aggressive, English is weird
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I don't particularly agree that imperative "read" on its own is aggressive, but "see X" is so standard in the docs that this should be changed anyway
(meaning no ads, nor third-party integrations on the website hosting your game). | ||
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Since the release of Godot 4.3, Godot now supports exporting your game on a single thread, which | ||
solves this issue. While it has some drawbacks on it's own (it cannot use threads, and is |
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solves this issue. While it has some drawbacks on it's own (it cannot use threads, and is | |
solves this issue. While it has some drawbacks on its own (it cannot use threads, and is |
Since the release of Godot 4.3, Godot now supports exporting your game on a single thread, which | ||
solves this issue. While it has some drawbacks on it's own (it cannot use threads, and is | ||
not as performant as the multi-threaded export), it doesn't require as much overhead to install. | ||
It is also overall more compatible with stores like itch.io or Web publishers like |
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It is also overall more compatible with stores like itch.io or Web publishers like | |
It is also more compatible overall with stores like itch.io or Web publishers like |
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It is also overall more compatible with stores like itch.io or Web publishers like | |
It is also overall more compatible with stores like `itch.io <https://itch.io/>`__ or Web publishers like |
If we're already linking other web publishers, should be consistent and like to itch too?
**debug information** like JavaScript, engine, and WebGL errors. | ||
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If the shortcut doesn't work, it's simply because Godot actually captures the input. |
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If the shortcut doesn't work, it's simply because Godot actually captures the input. | |
If the shortcut doesn't work, it's because Godot actually captures the input. |
No "simply". Not a hard rule but in this case I think it improves the sentence 🤷
including requiring specific server-side headers and complete cross-origin isolation | ||
(meaning no ads, nor third-party integrations on the website hosting your game). | ||
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Since the release of Godot 4.3, Godot now supports exporting your game on a single thread, which |
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Since the release of Godot 4.3, Godot now supports exporting your game on a single thread, which | |
Since the release of Godot 4.3, Godot supports exporting your game on a single thread, which |
Ideally the docs should be present tense and be written in a way that is still valid many minor versions from when initially written. So phrases like "now" or "currently" should be avoided when possible, because there is an implicit comparison to just before now, which may be many minor versions ago when this is read, and therefore not relevant.
Since the release of Godot 4.3, Godot now supports exporting your game on a single thread, which | |
Since Godot 4.3, Godot supports exporting your game on a single thread, which |
Can also be more concise like this.
As a side note, I don't particularly like the "since Godot 4.2" type notes, because they also become "out of date" in the sense that in the future, it won't be relevant which minor version a feature was added in. But they're common enough already that it's not worth trying to change.
Since the release of Godot 4.3, Godot now supports exporting your game on a single thread, which | ||
solves this issue. While it has some drawbacks on it's own (it cannot use threads, and is | ||
not as performant as the multi-threaded export), it doesn't require as much overhead to install. | ||
It is also overall more compatible with stores like itch.io or Web publishers like |
There was a problem hiding this comment.
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It is also overall more compatible with stores like itch.io or Web publishers like | |
It is also overall more compatible with stores like `itch.io <https://itch.io/>`__ or Web publishers like |
If we're already linking other web publishers, should be consistent and like to itch too?
@@ -232,6 +258,17 @@ player to click, tap or press a key/button to enable audio, for instance when di | |||
.. warning:: Access to microphone requires a | |||
:ref:`secure context <doc_javascript_secure_contexts>`. | |||
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.. warning:: | |||
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By default since Godot 4.3, Web exports will favor the use of samples instead of streams |
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By default since Godot 4.3, Web exports will favor the use of samples instead of streams | |
Since Godot 4.3, by default Web exports will favor the use of samples instead of streams |
These "Since Godot 4.3" notes should be the first thing in their paragraph IMO
By default since Godot 4.3, Web exports will favor the use of samples instead of streams | |
Since Godot 4.3, by default Web exports will use samples instead of streams |
Can also be more concise
The Exporting for the Web page is horribly outdated, especially with the 4.3 changes.
Sorry for that, I completely forgot to update it when I created the new features.
Features:
SharedArrayBuffer
into a note, as this was pretty much "fixed" with the single-threaded exports.Bugsquad edit: closes #9983