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I know of some sort of hack that compress the wasm file, that was used 5 years ago, but the discussion seen to indicate the method is not the greatest, and is broken on newers versions, so i assume on godot4 it will not work either.
But, i see that the Extensions version of the export, generate TWO wasm files, so, maybe it is feasible to split the engine into smaler files?
Having the HTML5 version to be acepted on several serverless hosting platforms is a must i believe, and even that Godot itself is not reponsible in having that to work (the 25Mb limit of upload), but trying to achieve that compliance can mantain the spread usage of the engine.
And even beyond that, having the option to split the PCK file as well would be very fruitful.
There was instances when i manualy had to export the dependencies in packages and import then on the fly to workarroud.
I am using the version 3 on CloudFlare, and i cant use the version 4 because of that.
Any insights?
Steps to reproduce
Export html5 project on godot4
Minimal reproduction project
N/A
The text was updated successfully, but these errors were encountered:
Okay... But, what about the solution of spliting the binary?
In godot 4 there is the option to select parts of the engine to be exported with the project, and that does not seens to be working, at least on HTML5, because the binary size does not change, even if i only let barebone engine selected.
Maybe it is another bug. But it would be a temp fix to complying to size.
And the option to split the WASM bin into several files? Is that feasible, right?
In godot 4 there is the option to select parts of the engine to be exported with the project, and that does not seens to be working, at least on HTML5, because the binary size does not change, even if i only let barebone engine selected.
You need to compile a custom HTML5 export template for feature build profiles to have any impact on binary size, then specify the path to the custom export template in the export dialog. Otherwise, nothing will happen.
Godot version
4.0 beta
System information
Browser
Issue description
I know of some sort of hack that compress the wasm file, that was used 5 years ago, but the discussion seen to indicate the method is not the greatest, and is broken on newers versions, so i assume on godot4 it will not work either.
But, i see that the Extensions version of the export, generate TWO wasm files, so, maybe it is feasible to split the engine into smaler files?
Having the HTML5 version to be acepted on several serverless hosting platforms is a must i believe, and even that Godot itself is not reponsible in having that to work (the 25Mb limit of upload), but trying to achieve that compliance can mantain the spread usage of the engine.
And even beyond that, having the option to split the PCK file as well would be very fruitful.
There was instances when i manualy had to export the dependencies in packages and import then on the fly to workarroud.
I am using the version 3 on CloudFlare, and i cant use the version 4 because of that.
Any insights?
Steps to reproduce
Export html5 project on godot4
Minimal reproduction project
N/A
The text was updated successfully, but these errors were encountered: