Select the HTML5 Canvas renderer. Lower performance and no
programmable pipeline, but supported on every browser including
environments where the GPU backends are unavailable (some embedded
webviews, stripped-down kiosk browsers, GPU blocklisted by driver
policy).
Use when the example / game uses only 2D sprites + primitives and you
want the broadest possible reach. Anything depending on the GPU
backends degrades or disables here: ShaderEffect and Light2d
shading stay inert, GPU TMX tile rendering falls back to the per-tile
path, and Mesh / Camera3d lose the depth-buffer path (meshes only
render CPU-projected under a 2D camera — supportsDepthBuffer is
false).
Select the HTML5 Canvas renderer. Lower performance and no programmable pipeline, but supported on every browser including environments where the GPU backends are unavailable (some embedded webviews, stripped-down kiosk browsers, GPU blocklisted by driver policy).
Use when the example / game uses only 2D sprites + primitives and you want the broadest possible reach. Anything depending on the GPU backends degrades or disables here:
ShaderEffectandLight2dshading stay inert, GPU TMX tile rendering falls back to the per-tile path, andMesh/Camera3dlose the depth-buffer path (meshes only render CPU-projected under a 2D camera —supportsDepthBufferisfalse).