#Html 5 builds, Infinite Loading on iphone
7 messages · Page 1 of 1 (latest)
my nginx.conf
`server {
listen 80;
server_name 192.168.1.56;
return 301 https://$host$request_uri;
}
server {
listen 443 ssl http2;
ssl_certificate /etc/nginx/ssl/nginx-selfsigned.crt;
ssl_certificate_key /etc/nginx/ssl/nginx-selfsigned.key;
ssl_protocols TLSv1.2 TLSv1.3;
ssl_ciphers HIGH:!aNULL:!MD5;
add_header Access-Control-Allow-Origin "*";
add_header Cross-Origin-Opener-Policy "same-origin";
add_header Cross-Origin-Embedder-Policy "require-corp";
location / {
root /usr/share/nginx/html;
index main.html;
# Custom headers for Godot WebGL games
try_files $uri $uri/ /main.html;
# Leverage browser caching
# TODO: Build id should be added to the files to invalidate the cache
# expires 30d;
# add_header Cache-Control "public, max-age=2592000, immutable";
# Compression
# gzip on;
# gzip_vary on;
# gzip_comp_level 5;
# gzip_types
# application/javascript
# application/octet-stream
# application/x-font-ttf
# font/opentype
# image/svg+xml
# image/x-icon
# text/css
# text/plain;
}
}
`
I don't believe it will work on iphone at all
is there anything about the future of all that as we are looking for a webgl engine that would also work on iphones
Have you tried Android?
https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_web.html names some webserver settings .. could that help?
Godot Engine documentation
HTML5 export allows publishing games made in Godot Engine to the browser. This requires support for WebAssembly, WebGL and SharedArrayBuffer in the user's browser. WebGL version: Godot 4.0 and late...
Oh ... reading on mobile .. you have cors settings.