godotengine / godotengine/godot
HTML iOS wont enter fullsceen
Nobody has claimed this yet.
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
Description
Tested versions
3.x
System information
iOS
Issue description
On ipadOS and on macOS, the same export works.
But, on iOS, iphone 15 at least (store tested), it wont enter fullscreen.
If needed, i shall made a test link but the code is provided, maybe there is something wrong, but it works on all platforms.
Steps to reproduce
Make a singleton with:
func _input(event):
if OS.get_name() == "HTML5" and !OS.window_fullscreen and event is InputEventMouseMotion == false:
yield(get_tree().create_timer(0.5), "timeout")
OS.window_fullscreen = true
acess the export on a iOS device.
Minimal reproduction project (MRP)
will provide link later if in need.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reproducing the HTML export on an iOS device with the singleton _input snippet and compare it with the reported iPadOS and macOS behavior. Trace the OS.window_fullscreen path for HTML5/iOS; done means the provided reproduction enters fullscreen on iOS.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- html, ios
- Domain
- mobile-dev, web-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100