ChronoDK

Results 21 comments of ChronoDK

Since iOS 15 it has been enabled by default, and before that it was an experimental feature you could enable.

This is the error shown in the console: ![image](https://github.com/godotengine/godot/assets/626662/0c89caaa-99ba-4c69-add2-6907513b1df1)

@Calinou I'm not sure it's a different issue. Just a different device showing a different error message? I have tested on iPhone 11 and 14 with latest iOS, and they...

In my testing WASM_MEM_MAX=256MB and module_raycast_enabled=no does allow Godot 4 games to start on iOS Safari. They seem to crash after a while though, but this could easily be a...

That is as far as I have gotten as well. With 256MB it loads and looks fine for a few seconds, then it crashes.

Same problem for me. Sometimes a client loses connection, but the websocket is unaware and will not close by itself, resulting in exceptions on send data.

> This is normal. If you want to have an early crash, set the [`--ws-ping-interval`](https://www.uvicorn.org/settings/#implementation) on Uvicorn. Interesting, didn't know that option. I'm using the UvicornWorker through Gunicorn though, and...

Yes, I have this on my todo list for the near future. I need this updated for Godot 4 for my own projects too.

My current plan is to port to Godot 4.1 instead, as we have static variables in that.

I have submitted a working 4.1 version now. The file is named Big.gd4 for now. This will replace the regular version once 4.1 is released.