.. _doc_exporting_for_web: Exporting for the Web ===================== HTML5 export allows publishing games made in Godot Engine to the browser. This requires support for `WebAssembly `__ and `WebGL `__ in the user's browser. .. important:: Use the browser-integrated developer console, usually opened with :kbd:`F12`, to view **debug information** like JavaScript, engine, and WebGL errors. .. attention:: Many browsers, including Firefox and Chromium-based browsers, will not load exported projects when **opened locally** per ``file://`` protocol. To get around this, use a local server. .. tip:: Python offers an easy method to start a local server. Use ``python -m http.server 8000 --bind 127.0.0.1`` with Python 3 to serve the current working directory at ``http://localhost:8000``. `Refer to MDN for additional information `__. .. attention:: `There are significant bugs when running HTML5 projects on iOS `__ (regardless of the browser). We recommend using :ref:`iOS' native export functionality ` instead, as it will also result in better performance. WebGL 2 ------- Until the *OpenGL ES 3* renderer is removed from Godot in favor of *Vulkan*, HTML5 export uses *WebGL 2* when the *GLES3* option is selected. .. warning:: Using WebGL 2 is not recommended due to its expected removal from Godot without replacement. WebGL 2 is not supported in all browsers. **Firefox** and **Chromium** (Chrome, Opera) are the most popular supported browsers, **Safari** and **Edge** do not work. On **iOS**, all browsers are based on WebKit (i.e. Safari), so they will also not work. Godot's WebGL 2 renderer has issues with 3D and is no longer maintained. Limitations ----------- For security and privacy reasons, many features that work effortlessly on native platforms are more complicated on the web platform. Following is a list of limitations you should be aware of when porting a Godot game to the web. Using cookies for data persistence ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Users must **allow cookies** (specifically IndexedDB) if persistence of the ``user://`` file system is desired. When playing a game presented in an ``iframe``, **third-party** cookies must also be enabled. Incognito/private browsing mode also prevents persistence. The method ``OS.is_userfs_persistent()`` can be used to check if the ``user://`` file system is persistent, but can give false positives in some cases. Full screen and mouse capture ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Browsers do not allow arbitrarily **entering full screen**. The same goes for **capturing the cursor**. Instead, these actions have to occur as a response to a JavaScript input event. In Godot, this means entering full screen from within a pressed input event callback such as ``_input`` or ``_unhandled_input``. Querying the :ref:`class_Input` singleton is not sufficient, the relevant input event must currently be active. For the same reason, the full screen project setting doesn't work unless the engine is started from within a valid input event handler. This requires :ref:`customization of the HTML page `. Audio autoplay ~~~~~~~~~~~~~~ Chrome restricts how websites may play audio. It may be necessary for the player to click or tap or press a key to enable audio. .. seealso:: Google offers additional information about their `Web Audio autoplay policies `__. :ref:`class_HTTPClient` and :ref:`class_HTTPRequest` ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The HTTP classes have several restrictions on the HTML5 platform: - Accessing or changing the ``StreamPeer`` is not possible - Threaded/Blocking mode is not available - Cannot progress more than once per frame, so polling in a loop will freeze - No chunked responses - Host verification cannot be disabled - Subject to `same-origin policy `__ Exported ``.html`` file must not be reused ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Each project must generate their own HTML file. On export, several text placeholders are replaced in the **generated HTML file** specifically for the given export options. Any direct modifications to the **generated HTML file** will be lost in future exports. To customize the generated file, see :ref:`doc_customizing_html5_shell`. Boot splash is not displayed ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The default HTML page does not display the boot splash while loading. However, the image is exported as a PNG file, so :ref:`custom HTML pages ` can display it. Shader language limitations ~~~~~~~~~~~~~~~~~~~~~~~~~~~ When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0 doesn't support dynamic loops, so shaders using those won't work there. Unimplemented functionality ~~~~~~~~~~~~~~~~~~~~~~~~~~~ The following functionality is currently unavailable on the HTML5 platform: - Threads - GDNative - C# - Clipboard synchronization between engine and operating system - Networking other than :ref:`class_HTTPClient` and :ref:`class_WebSocketClient` .. tip:: Check the `list of open HTML5 issues on GitHub `__ to see if the functionality you're interested in has an issue yet. If not, open one to communicate your interest. Serving the files ----------------- Exporting for the web generates several files to be served from a web server, including a default HTML page for presentation. A custom HTML file can be used, see :ref:`doc_customizing_html5_shell`. The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache servers and can be renamed to e.g. ``index.html`` at any time, its name is never depended on by default. The HTML page draws the game at maximum size within the browser window. This way it can be inserted into an ``