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I have never done a web export before but I am currently working on a project I want to export to webassembly. To do this I am using the 3.0 alpha. I am hosting it in a test website but it is not loading. I keep getting the message "You do not have permission to view this directory or page." on the webpage. I am new to this form of export, does anybody know why this may be happening?

asked Sep 11 in Engine by stubbsy345 (180 points)

I'm only using 2.1.4 but the error message seems to indicate that you're not exporting to a directory which is defined in the web server for publication. Usually (apache) this is some directory below htdocs.

I.e.:
Export to: (Windows example)
"C:\Program Files (x86)\Apache Software Foundation\Apache2.2\htdocs\myproject\"
(this is probably not the standard directy anymore because you'd need to assign special windows rights to such a dir to be writeable)

Open:
"http://127.0.0.1/myproject"

Which web server are you using or does Godot 3 include an own http server?

So currently it is being hosted with azure. I'm looking into the 3.0 exporter because i need the webassembly exporter to get the level of performance I need. However, my web export knowledge is very sketchy. There is an option within the 3.0 editor to 'run on browser' next the the usual play scene buttons. However, when pressed it says I have no application able to play it. It doesn't seem to recognise any of the browsers as capable of this.

So the output console will work when using the export in firefox but I am getting all these horrible errors and the screen just appears black:
ERROR: pre-main prep time: 8467 ms
let it go dude!
ERROR: Calling stub instead of sigaction()
Init OS
Init Audio
Init VS
ERROR: At: core/projectsettings.cpp:841:setcustompropertyinfo() - Condition ' !props.has(pprop) ' is true.
Init Physicsserver
WARNING: not found: physics/2d/thread
model
OpenGL ES 3.0 Renderer: Mozilla
WARNING: not found: rendering/quality/anisotropicfilterlevel
WARNING: not found: rendering/quality/anisotropicfilterlevel
GLES3: max ubo light: 409
GLES3: max ubo reflections: 455, ubo size: 144
WARNING: not found: locale/translationremaps
ERROR: exit(0) implicitly called by end of main(), but noExitRuntime, so not exiting the runtime (you can use emscripten
forceexit, if you want to force a true shutdown)
EXCEPTION: RuntimeError: index out of bounds
Successfully populated IDB file system
close tmp
export.pck flags 1
close tmpexport.pck flags 1
close tmp
export.pck flags 1
close tmpexport.pck flags 1
close tmp
export.pck flags 1
close tmp_export.pck flags 1
\\repeated many times.

ERROR: enlarged memory arrays from 16777216 to 33554432, took 0 ms (has ArrayBuffer.transfer? false)
close tmpexport.pck flags 1
close tmp
export.pck flags 1
close tmpexport.pck flags 1
close tmp
export.pck flags 1
ERROR: At: core/bind/corebind.cpp:1534:getastext() - Condition ' !f ' is true. returned: String()
ERROR: At: core/bind/core
bind.cpp:1534:getastext() - Condition ' !f ' is true. returned: String()
ERROR: At: core/bind/corebind.cpp:1534:getastext() - Condition ' !f ' is true. returned: String()
ERROR: At: core/bind/core
bind.cpp:1534:getastext() - Condition ' !f ' is true. returned: String()
ERROR: At: core/bind/corebind.cpp:1534:getastext() - Condition ' !f ' is true. returned: String()
ERROR: At: core/bind/core
bind.cpp:1534:getastext() - Condition ' !f ' is true. returned: String()
ERROR: At: core/bind/corebind.cpp:1534:getastext() - Condition ' !f ' is true. returned: String()
ERROR: At: core/bind/core
bind.cpp:1534:getastext() - Condition ' !f ' is true. returned: String()
ERROR: At: core/bind/corebind.cpp:1534:getastext() - Condition ' !f ' is true. returned: String()
ERROR: At: core/bind/core
bind.cpp:1534:getastext() - Condition ' !f ' is true. returned: String()
Null

1 Answer

0 votes
Best answer

I just tried it and get a similar error with firefox and chrome (chrome only with a web server)
(Edit: Project runs anyway despite error messages, see comments)

Godot 3 is in alpha at the moment. I have no idea if WebAssembly is actually supposed to work.

(Probably it is best to file an issue at: https://github.com/godotengine/godot/issues)

answered Sep 12 by wombatstampede (474 points)
edited Sep 13 by wombatstampede

Thanks for that! I was wondering if that was the case. Hopefully stable build isn't too far away.

Correction!

I get the error messages on Firefox... but the app runs nevertheless.

For the test project, I forgot to set the run scene in the project settings. Dumb error but there was "wizard" which did that in Godot 2.1.

Did you test your project locally? I even succeeded on Firefox with a ported test project containing 3D and physics even though the loading/initialization time was very long (around 30 seconds).

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