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Godot (coming soon)

Godot 4 web exports. Coming soon, not validated yet.

Coming soon: Godot support is not available yet. This page keeps the intended integration for reference; it is not validated, so expect rough edges.

Intended shape

Use a custom HTML shell that loads mugon.iife.js first, then starts the engine from inside Mugon.start and forwards its progress callback:

Mugon.start(async (ctx) => {
  const engine = new Engine(GODOT_CONFIG);
  await engine.startGame({
    onProgress: (current, total) => {
      if (total > 0) ctx.progress.set(current / total);
    },
  });
  ctx.progress.done();
});

Things to check

  • How Godot fetches the .pck and .wasm. The file proxy caches fetch() calls only. The proxy forwards content-length when the CDN sends one; a compressed response may not have it, in which case Godot's own progress can be indeterminate (the platform's byte-based estimate still applies).
  • user:// saves don't persist, see saving data.
  • Threads: web exports with threads need cross-origin isolation (SharedArrayBuffer), which the sandboxed frame may not provide; try a single-threaded export first.

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