Testing Godot's WebGL size and loading times - 🚧 Work in progress 🚧
- Physics
- Responsive template layout
Version | Size | Link |
---|---|---|
4.1.2 | 27.12 MB | https://deml.io/experiments/godot-webgl/4.1.2-default |
Version | Size | Link |
---|---|---|
4.1.2 | 25.04 MB | https://deml.io/experiments/godot-webgl/4.1.2-custom-template |
Version | Size | Link |
---|---|---|
4.1.2 | 23.13 MB | https://deml.io/experiments/godot-webgl/4.1.2-wasm-opt |
Version | Size | Link |
---|---|---|
4.1.2 | 46.84 MB | https://deml.io/experiments/godot-webgl/4.1.2-debug |
Platform | Chrome | Firefox | Edge | Safari |
---|---|---|---|---|
Windows 10 | ✔️ | ✔️ | ✔️ | ➖ |
Linux | ✔️ | ✔️ | ✔️ | ➖ |
Mac | ❌ | ❌️ | ❌ | ❌️ |
Android | ✔️ | ✔️ | ✔️ | ➖ |
iOS | ❌ | ❌ | ❌ | ❌ |
✔️ : Supported |
This matrix is for Godot 4.1, other versions might differ
- This is very much work in progress. I'm mostly developing with Unity and the comparison to my unity webgl project might not be fair, since I have a lot more experience there and also fine-tuned it over the last years.
- I haven't come around to use brotli or gzip compression (I would like to have it baked in the file similar to Unity's solution), therefore download sizes are a lot bigger than they need to be - With a test to compress an optimized build with brotli I would get to 4MB, I just need to find out how to load it now.
- Starting the engine takes a long time - with a custom export template that does not include all engine features this should be faster - You can find one here
- Exporting the project is a bliss compared to Unity, it is finished in a second while for Unity it takes 10+ minutes on my laptop.
- In Godot 4.1 shadows are not yet supported on WebGL (Shadows do work for Godot 3.5)
- MIT (c) Johannes Deml - see LICENSE