Auto-select the renderer: prefer WebGL when available, silently fall
back to Canvas otherwise. Application construction always succeeds.
Use this when your scene works under both renderers (2D sprites,
primitives, basic tile maps) and you want the engine to pick the
best available backend. Note: subsystems that require WebGL
(Camera3d, Mesh, ShaderEffect, Light2d, GPU tilemap) will silently
stop working under the Canvas fallback path — if your scene depends
on any of those, use WEBGL so the failure surfaces at
construction time instead of as a black canvas at runtime.
Auto-select the renderer: prefer WebGL when available, silently fall back to Canvas otherwise. Application construction always succeeds.
Use this when your scene works under both renderers (2D sprites, primitives, basic tile maps) and you want the engine to pick the best available backend. Note: subsystems that require WebGL (Camera3d, Mesh, ShaderEffect, Light2d, GPU tilemap) will silently stop working under the Canvas fallback path — if your scene depends on any of those, use WEBGL so the failure surfaces at construction time instead of as a black canvas at runtime.