# Rendering not working on iPad Safari (works in Chrome)

**URL:** https://forum.babylonjs.com/t/rendering-not-working-on-ipad-safari-works-in-chrome/61840
**Category:** Questions
**Created:** [December 17, 2025, 2:25pm UTC](https://forum.babylonjs.com/t/rendering-not-working-on-ipad-safari-works-in-chrome/61840 "2025-12-17T14:25:41Z")
**Posts on this page:** 4
**Page:** 1

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### Author: ![wkamit](https://avatars.discourse-cdn.com/v4/letter/w/90ced4/32.png) [@wkamit](https://forum.babylonjs.com/u/wkamit)
#### Post date: [December 17, 2025, 2:25pm UTC](https://forum.babylonjs.com/t/rendering-not-working-on-ipad-safari-works-in-chrome/61840/1 "2025-12-17T14:25:41Z")

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Hi everyone

I’m facing a rendering issue with Babylon.js on an iPad.

The scene renders correctly in Chrome on iPad, but nothing is rendered in Safari on the same device. The canvas stays blank in Safari, while the exact same code works fine on:

- iPad Chrome
- Desktop browsers

I have already enabled WebGL in Safari settings, so this doesn’t seem to be related to WebGL being disabled.

This issue appears to be specific to iOS Safari.

Has anyone experienced a similar issue with Babylon.js on iPad Safari?  
Are there any known limitations, required engine settings, or Safari-specific workarounds I should check?

Any help or guidance would be greatly appreciated.  
Thanks in advance!

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### Author: ![nogalo](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/nogalo/32/120_2.png) [@nogalo](https://forum.babylonjs.com/u/nogalo)
#### Post date: [December 17, 2025, 3:42pm UTC](https://forum.babylonjs.com/t/rendering-not-working-on-ipad-safari-works-in-chrome/61840/2 "2025-12-17T15:42:54Z")

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Hi. Welcome to iOS struggle. This topic is touched upon many times, one of which is by me, and I actually already listed some of other threads that touch on the topic. So without going over everything again I will just share existing ones.

> [@iOS - cannot open an app on iOS browsers. Memory limit](https://forum.babylonjs.com/t/ios-cannot-open-an-app-on-ios-browsers-memory-limit/40698):
>
> Hi. I have an app [https://sauna.symbo-w3.io/](https://sauna.symbo-w3.io/) This app recently was working properly on all browsers. Recently this changed and my apps started crashing on iOS, to be honest I am not an iPhone user so I am not quite sure what changed recently regarding the iOS system. After inspection, this is the message I get when I try to open the app “Total canvas memory use exceeds the maximum limit (256mb)” “WebGL: Invalid Value: texImage2d: no canvas” Couple of my apps stopped working on the IOS rece…

TLDR - Most likely issue with textures and their number + resolution.

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### Author: ![CodeMonkey](https://avatars.discourse-cdn.com/v4/letter/c/9fc348/32.png) [@CodeMonkey](https://forum.babylonjs.com/u/CodeMonkey)
#### Post date: [December 19, 2025, 1:19am UTC](https://forum.babylonjs.com/t/rendering-not-working-on-ipad-safari-works-in-chrome/61840/3 "2025-12-19T01:19:44Z")

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Hi Wkamit, sorry in advance if you already knew this, but you can attach your phone to your Mac via USB and get a full developer console through Safari. I had some similar problems that turned out to be caused by having too many lights in my scene, which caused shader compilation to fail and the only visible effect was that the scene was black and the phone was heating up

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### Author: ![Basic](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/basic/32/35338_2.png) [@Basic](https://forum.babylonjs.com/u/Basic)
#### Post date: [December 20, 2025, 7:29am UTC](https://forum.babylonjs.com/t/rendering-not-working-on-ipad-safari-works-in-chrome/61840/4 "2025-12-20T07:29:45Z")

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I work professional with android and ios app development. It is not uncommon for Apple to push updates that breaks functionality that worked in previous versions. It has happened multiple times during my app developer career.  
Sometimes you just have to wait until they push a new version that fixes the issue.  
I don’t have any knowledge regarding this problem, so I can’t help unfortunately.
