Comment by dandersch

7 hours ago

Technical reasons I know of:

- Support from major engines is still bad: Unreal Engine does not have web exports. Godot 4 does not support them when using C#. That only leaves Unity.

- While WebGL is mature, it's based on openGL es3, which is an ancient api/shading language with limited features. If you were previously targeting vulkan/dx12, now you have to restrict your feature set or find (costly) workarounds to make webgl support happen

- WebGPU could be a better fit, but support is still not ubiquitous (Firefox, Linux or older phones are especially bad)

- SDL_GPU (SDL3) still has no WebGPU backend

> Support from major engines is still bad: Unreal Engine does not have web exports. Godot 4 does not support them when using C#. That only leaves Unity.

Pretty dishonest to imply that C# is commonly used in Godot. The vast majority of games are Gdscript which exports to browsers perfectly