Performance & builds
Getting a web build small, stable and playable on phones: engine export settings, size budgets, touch input, audio unlock and saving progress.
- Godot 4 web export for portals: threads, headers and files
Export a Godot 4.7 game for web portals: why single-threaded is the default, when COOP/COEP headers matter, which files ship, and how to test locally.
- Keeping web game builds small: textures, audio, code and loading
Cut the download size of an HTML5 game: KTX2 and WebP/AVIF textures, Opus/MP3/AAC audio, minified and split code, host compression and a size report script.
- AI-assisted web game prototyping: portal rules, rights and checks
What portals and the US Copyright Office say about AI-generated content, how to track asset origins, and checks that do not rely on an AI tool's own claims.
- Mobile and touch readiness for HTML5 games on portals
Make an HTML5 game work on phones inside a portal iframe: viewport, pointer input, touch-action, scroll lock, orientation, safe areas and fullscreen.
- Saving progress in web games: localStorage, quotas and portal saves
How localStorage behaves in portal iframes, which exceptions to catch, a tested versioned save helper, and the save APIs of CrazyGames, Poki, Y8 and YouTube.
- Web Audio unlock for HTML5 games: autoplay, ads and hidden tabs
Why browsers start your AudioContext suspended, how to resume it inside a user gesture, and how to mute for portal ads and pause audio when the tab is hidden.
- Handling WebGL context loss in web games
What happens when the browser drops your WebGL context, how to opt in to restoration, what to rebuild, how to simulate a loss, and what Phaser 3.90 does.
- Measuring time to first frame and initial download size
How CrazyGames, YouTube Playables and Poki define first load, and how to measure the same bytes and milliseconds yourself with the Performance API and DevTools.
- Keyboard input and focus for games in portal iframes
Get key events into a game inside a portal iframe: canvas focus, no page scrolling on arrows or Space, code vs key, pause keys per portal, and pausing on blur.
- Serving compressed web game builds: gzip, Brotli and .unityweb
How Content-Encoding works, which headers pre-compressed Unity and Godot files need, what Decompression Fallback does, and what portals say about compression.
- Unity 6.3 LTS Web builds for portals: settings that matter
Unity 6.3 LTS Web build settings mapped to what CrazyGames, Poki and YouTube Playables publish: compression, stripping, memory, threads, caching, templates.