Comments (6)
If it's browser specific, we can probably report it upstream on the Godot repo. We wouldn't be able to fix it on the project level, in all likelihood. We'll try to reproduce the issue and see what we can do about it.
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That does sound like something that depends on Godot and not on us as Yuri says. We probably won't be able to fix it ourselves. Have you tried any other Godot html5 app in your browser? And if so, did you experience the same issue?
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Qutebrowser detects HTML input boxes, but a webgl context isn't that. It won't automatically focus webgl, nor automatically set input mode. This is similar to opening a web game on itch.io.
You want to set passthrough mode in the tab for this to work ctrv.
You cannot automatically set passthrough per url, it's a planned enhancement: qutebrowser/qutebrowser#5524 (solution at qutebrowser/qutebrowser#4960 if you're willing to fiddle with the source).
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Should we keep this issue open? Its not something we could fix in the app, right? If we can't solve this, you can mark it as wontfix and close.
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You can close this, passthrough mode works around this, as @Xananax suggested.
Happy New Year!
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Happy new year!
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