Godot
Prefer a walkthrough? The Godot tutorial takes a real sample project from export to a phone-ready build, step by step.
Use a Godot version and export templates that match your project. The existing sample/templates target Godot 4; check your chosen release's Web support before depending on platform-specific features or a .NET export.
Editor export
- Install matching export templates through the editor.
- Add a Web export preset in Project → Export.
- Use the Compatibility renderer for the documented WebGL-oriented path.
- Start with thread support disabled; enable it only when the game and actual hosting environment support cross-origin isolation.
- Export to
build/web/index.html.
Keep the generated .wasm, JavaScript and .pck files next to the entry point in
the layout generated by the engine. Do not publish your desktop export directory.
Headless export
Run from the Godot project root after configuring the Web preset:
mkdir -p build/web
godot --headless --export-release "Web" build/web/index.html
vapour publish --dry-run
vapour publish
The publishing commands require the source-preview CLI. If CI cannot locate the preset, commit the export preset file. If templates cannot be found, install the exact editor version's templates in the runner user's template directory, rather than mixing editor/template versions.
Capture integration
The browser collector does not guess Godot's private loader fields or intercept
every Wasm instantiation. The engine integration must provide the real
WebAssembly.Memory accessor from inside the iframe. Missing access is shown as
unsupported; it is not replaced with dashboard memory measurements.
An earlier godot-hello sample exists in the vapour-docs maintainer checkout.
Check its source publication before using a public download link.