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@@ -53,8 +53,10 @@ Supported platforms
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- **Desktop platforms:** Exports the project with debugging enabled and runs it
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on the remove computer via SSH.
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-- **HTML5:** Starts a local web server and runs the exported project by opening
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- the default web browser.
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+- **Web:** Starts a local web server and runs the exported project by opening
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+ the default web browser. This is only accessible on ``localhost`` by default.
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+ See :ref:`Troubleshooting <doc_one-click_deploy_troubleshooting_web>`
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+ for making the exported project accessible on remote devices.
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Using one-click deploy
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----------------------
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@@ -87,7 +89,7 @@ Using one-click deploy
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export setting.
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- Make sure there is an export preset marked as **Runnable** for the target
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- platform (Android, iOS or HTML5).
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+ platform (Android, iOS or Web).
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- If everything is configured correctly and with no errors, platform-specific
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icons will appear in the top-right corner of the editor.
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- Click the button to export to the desired platform in one click.
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@@ -117,3 +119,43 @@ To resolve this:
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- On Linux, you may be missing the required
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`udev rules <https://github.com/M0Rf30/android-udev-rules>`__
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for your device to be recognized.
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+
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+.. _doc_one-click_deploy_troubleshooting_web:
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+
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+Web
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+^^^
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+
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+By default, the web server started by the editor is only accessible from
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+``localhost``. This means the web server can't be reached by other devices on
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+the local network or the Internet (if port forwarding is set up on the router).
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+This is done for security reasons, as you may not want other devices to be able
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+to access the exported project while you're testing it. Binding to ``localhost``
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+also prevents a firewall popup from appearing when you use one-click deploy for
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+the web platform.
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+
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+To make the local web server accessible over the local network, you'll need to
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+change the **Export > Web > HTTP Host** editor setting to ``0.0.0.0``. You will
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+also need to enable **Export > Web > Use TLS** as SharedArrayBuffer requires the
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+use of a secure connection to work, *unless* connecting to ``localhost``.
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+However, since other clients will be connecting to a remote device, the use of
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+TLS is absolutely required here.
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+
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+To make the local web server accessible over the Internet, you'll also need to
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+forward the **Export > Web > HTTP Port** port specified in the Editor Settings
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+(``8060`` by default) in TCP on your router. This is usually done by accessing
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+your router's web interface then adding a NAT rule for the port in question. For
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+IPv6 connections, you should allow the port in the router's IPv6 firewall
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+instead. Like for local network devices, you will also need to enable **Export >
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+Web > Use TLS**.
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+
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+.. note::
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+
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+ When **Use TLS** is enabled, you will get a warning from your web browser as
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+ Godot will use a temporary self-signed certificate. You can safely ignore it
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+ and bypass the warning by clicking **Advanced** and then **Proceed to
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+ (address)**.
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+
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+ If you have a SSL/TLS certificate that is trusted by browsers, you can specify
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+ the paths to the key and certificate files in the **Export > Web > TLS Key**
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+ and **Export > Web > TLS Certificate**. This will only work if the project
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+ is accessed through a domain name that is part of the TLS certificate.
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