> Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs with SharedArrayBuffer and WebGL 2.0. We recommend using macOS and iOS native export functionality instead, as it will also result in better performance.
> Godot 3's HTML5 exports are more compatible with various browsers in general, especially when using the GLES2 rendering backend (which only requires WebGL 1.0).
Web exports are essentially unusable for Mac users. It's the biggest complaint I get from my games using Godot 4.x.
[1] https://docs.godotengine.org/en/stable/tutorials/export/expo...
* CORS issues -- deploying on some sites (esp. gitlab and github pages) runs into issues because of shared buffer requests.
* Assuming you get past the CORS issues, there is still extremely slow load on OSX Chrome -- the app eventually loads, but holy smokes it takes forever.
Both of those nearly made me give up on Godot, but I'm very happy to stay with 3.5.x until those get resolved.
I, too, am happy to stay with 3.5.x. It works pretty well for my purposes, though hopefully 4.x will be a viable option for me soon.