Description
Tested versions
v4.4.1.stable.official [49a5bc7]
System information
Godot v4.4.1.stable - Windows 11 (build 26100) - Multi-window, 2 monitors - OpenGL 3 (Compatibility) - NVIDIA T1000 8GB (NVIDIA; 32.0.15.7159) - Intel(R) Core(TM) i7-14700 (28 threads)
Issue description
I’m having an issue where a Godot app is displaying incorrectly when running on a web browser on an Android phone. It runs fine when running on IOS or Desktop web, and also runs fine when exported as an Android mobile app, but seems to be bugged when running in web browser on Android.
The two issues are stretching and a partially transparent animated texture displaying as a black box.
The app should have a square aspect but is being displayed squished. This is not only a problem because the graphics are distorted, but also because the Area2D based touch sensors seems to not be affected by this incorrect scaling and so are in different locations than where their graphics appear.
The black box is supposed to be a AnimatedSprite2D sparkle animation, but is being displayed as a black square. It has no shaders or anything like that on it. I’m not sure why this is causing a problem because the green and yellow wheel wedges are also partially transparent AnimatedSprite2Ds.
It also seems to fail when I run on Firefox desktop. The error message is that WegGl2 is not supported, but I do have that enabled in Firefox.
The game is posted for now here:
https://www.alchemytest.com/GodotWheel/wheel_game.html
Steps to reproduce
Compile the game and export for web. Upload to your webserver and then use an Android cellphone using Chrome webbrowser to navigate to the page and run it. The graphics will be distorted as described above.
The game should run properly in other settings, such as on desktop, exported to mobile or within a web page on IOS or desktop.