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-.. _doc_using_the_web_editor:
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-
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-Using the Web editor
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-====================
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-
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-Since Godot 3.2.4, there is a `Web editor <https://editor.godotengine.org/>`__
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-you can use to work on new or existing projects.
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-
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-.. note::
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-
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- The web editor is in a preliminary stage. While its feature set may be
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- sufficient for educational purposes, it is currently **not recommended for
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- production work**. See :ref:`doc_using_the_web_editor_limitations` below.
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-
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-Browser support
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----------------
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-
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-The Web editor requires support for WebAssembly's SharedArrayBuffer. This
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-is in turn required to support threading in the browser. The following desktop
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-browsers support WebAssembly threading and can therefore run the web editor:
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-
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-- Chrome 68 or later
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-- Firefox 79 or later
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-- Edge 79 or later
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-
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-Opera and Safari are not supported yet. Safari may work in the future once
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-proper threading support is added.
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-
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-**Mobile browsers are currently not supported.**
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-
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-The web editor supports both the GLES3 and GLES2 renderers, although GLES2 is
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-recommended for better performance and compatibility with old/low-end hardware.
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-
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-.. note::
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-
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- If you use Linux, due to
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- `poor Firefox WebGL performance <https://bugzilla.mozilla.org/show_bug.cgi?id=1010527>`__,
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- it's recommended to use a Chromium-based browser instead of Firefox.
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-
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-.. _doc_using_the_web_editor_limitations:
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-
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-Limitations
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------------
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-
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-Due to limitations on the Godot or Web platform side, the following features
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-are currently missing:
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-
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-- No C#/Mono support.
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-- No GDNative support.
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-- No project exporting. As a workaround, you can download the project source
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- using **Project > Tools > Download Project Source** and export it using a
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- `native version of the Godot editor <https://godotengine.org/download>`__.
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-- The editor won't warn you when closing the tab with unsaved changes.
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-- No lightmap baking support. You can still use existing lightmaps if they were
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- baked with a native version of the Godot editor
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- (e.g. by importing an existing project).
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-
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-The following features are unlikely to be supported due to inherent limitations
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-of the Web platform:
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-
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-- No support for external script editors.
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-- No support for Android one-click deploy.
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-
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-.. seealso::
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-
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- See the
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- `list of open issues on GitHub related to the web editor <https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aplatform%3Ahtml5+label%3Atopic%3Aeditor>`__ for a list of known bugs.
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-
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-Importing a project
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--------------------
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-
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-To import an existing project, the current process is as follows:
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-
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-- Specify a ZIP file to preload on the HTML5 filesystem using the
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- **Preload project ZIP** input.
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-- Run the editor by clicking **Start Godot editor**.
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- The Godot project manager should appear after 10-20 seconds.
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- On slower machines or connections, loading may take up to a minute.
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-- In the dialog that appears at the middle of the window, specify a name for
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- the folder to create then click the **Create Folder** button
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- (it doesn't have to match the ZIP archive's name).
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-- Click **Install & Edit** and the project will open in the editor.
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-
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-.. attention::
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-
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- It's important to place the project folder somewhere in ``/home/web_user/``.
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- If your project folder is placed outside ``/home/web_user/``, you will
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- lose your project when closing the editor!
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-
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- When you follow the steps described above, the project folder will always be
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- located in ``/home/web_user/projects``, keeping it safe.
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-
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-Editing and running a project
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------------------------------
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-
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-Unlike the native version of Godot, the web editor is constrained to a single
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-window. Therefore, it cannot open a new window when running the project.
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-Instead, when you run the project by clicking the Run button or pressing
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-:kbd:`F5`, it will appear to "replace" the editor window.
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-
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-The web editor offers an alternative way to deal with the editor and game
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-windows (which are now "tabs"). You can switch between the **Editor** and
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-**Game** tabs using the buttons on the top. You can also close the running game
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-or editor by clicking the **×** button next to those tabs.
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-
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-Where are my project files?
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----------------------------
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-
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-Due to browser security limitations, the editor will save the project files to
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-the browser's IndexedDB storage. This storage isn't accessible as a regular folder
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-on your machine, but is abstracted away in a database.
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-
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-You can download the project files as a ZIP archive by using
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-**Project > Tools > Download Project Source**. This can be used to export the
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-project using a `native Godot editor <https://godotengine.org/download>`__,
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-since exporting from the web editor isn't supported yet.
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-
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-In the future, it may be possible to use the
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-`HTML5 FileSystem API <https://developer.mozilla.org/en-US/docs/Web/API/FileSystem>`__
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-to store the project files on the user's filesystem as the native editor would do.
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-However, this isn't implemented yet.
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