Godot version:
3.0 (official)
OS/device including version:
Tested on Windows 10 with Opera, Chrome, Firefox and Edge
Issue description:
Firefox:
_No issue._
Microsoft Edge:
_The game does not start at all._
Steps to reproduce:
python -m SimpleHTTPServer 8000localhost:8000 with your browerspaceMinimal reproduction project:
You can find the platformer 2d demo in the template projects in Godot 3.0's Project List screen.
Same for me in my personal project, when I press space, moving trees do the same thing.
CC @eska014
This seems to be fixed in Chrome Canary (nightly) 67.0.3390.0, can anyone confirm?
@eska014
This seems to be fixed in Chrome Canary (nightly) 67.0.3390.0, can anyone confirm?
Not fixed at least for me :( at Chrome 67.0.3390.0 (Official Build) canary (64-bit)
Having the same issue. Really makes the HTML5 export feature useless, unless your game uses no particles at all.
Same issue here, using Chrome Version 66.0.3359.181 (Official Build) (64-bit) with Godot 3.0.2 stable official
Having the same issue with Godot 3.0.2 and Chrome 66 on Mac
Having the same issue with Godot 3.0.3 on Chrome 67. Confirmed working on Firefox.
Same with Godot Engine v3.0.6 on Chrome 69.0.3497.23 Linux
Is this still reproducible with the GLES2 / WebGL 1 renderer in the current master branch?
@akien-mga As long as GLES2 won't work at all we canno't test it...
``

Yea, even after building from current master, which fixes the _emscripten_get_num_gamepads error, there are still many other errors when running even a blank project in GLES2 exported to HTML.
Tested with 3.1 beta 3. I think things are working as expected now. Using Particle2D with GLES3 in HTML still freezes, but GLES2 does not. They don't display in GLES2, but my understanding is that is expected? CPUParticle2D does work in GLES2.
Tested export from 3.1 beta 4 and using "Chrome 72.0.3626.109 - 64 bits" to play, but still not working.
Tested an export from 3.1 beta 6 on Chrome Version 72.0.3626.109 (Official Build) (64-bit) - also still not working.
Tested an export from 3.1 beta 6 on Chrome Version 72.0.3626.109 (Official Build) (64-bit) - also still not working.
Did you try on Chrome Version 72.0.3626.119 ????
Tested an export from 3.1 beta 6 on Chrome Version 72.0.3626.109 (Official Build) (64-bit) - also still not working.
Did you try on Chrome Version 72.0.3626.119 ????
No I haven't. I decided to drop the html5 release of my game as there were other issues like delayed audio. There are too many problems with web builds for it to be production ready.
Tested an export from 3.1 beta 6 on Chrome Version 72.0.3626.109 (Official Build) (64-bit) - also still not working.
Did you try on Chrome Version 72.0.3626.119 ????
No I haven't. I decided to drop the html5 release of my game as there were other issues like delayed audio. There are too many problems with web builds for it to be production ready.
I think this solution will come on 3.2 version. :/
I have the same problem with Godot 3.1-stable in Linux 64bit on Google Chrome 73, strangely enough everything works on Firefox 65 but with a unplayable framerate.
Same problem here. Although it works fine on GLES2!
Confirmed that Particles2D are still causing the described 'screen shaking' issue when using the following:
Note that everything seems to work correctly on Firefox 67.0.
This seems fixed in latest 3.1 (3.1.2) and 3.2 (3.2.2), tested on both Linux and Windows 10, with Chrome 84 (Nvidia GTX 980).
Closing for now, but feel free to comment if you are still experiencing this issue (possibly providing also hardware info at this point) and I'll reopen it.
If someone could try also on a Mac it would be great.
Most helpful comment
No I haven't. I decided to drop the html5 release of my game as there were other issues like delayed audio. There are too many problems with web builds for it to be production ready.