exporting_for_web.rst 15 KB

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  1. .. _doc_exporting_for_web:
  2. Exporting for the Web
  3. =====================
  4. .. seealso::
  5. This page describes how to export a Godot project to HTML5.
  6. If you're looking to compile editor or export template binaries from source instead,
  7. read :ref:`doc_compiling_for_web`.
  8. HTML5 export allows publishing games made in Godot Engine to the browser.
  9. This requires support for `WebAssembly
  10. <https://webassembly.org/>`__ and `WebGL <https://www.khronos.org/webgl/>`__
  11. in the user's browser.
  12. .. important:: Use the browser-integrated developer console, usually opened
  13. with :kbd:`F12`, to view **debug information** like JavaScript,
  14. engine, and WebGL errors.
  15. .. attention:: `There are significant bugs when running HTML5 projects on iOS
  16. <https://github.com/godotengine/godot/issues?q=is:issue+is:open+label:platform:html5+ios>`__
  17. (regardless of the browser). We recommend using
  18. :ref:`iOS' native export functionality <doc_exporting_for_ios>`
  19. instead, as it will also result in better performance.
  20. .. note::
  21. If you use Linux, due to
  22. `poor Firefox WebGL performance <https://bugzilla.mozilla.org/show_bug.cgi?id=1010527>`__,
  23. it's recommended to play the exported project using a Chromium-based browser
  24. instead of Firefox.
  25. WebGL version
  26. -------------
  27. Depending on your choice of renderer, Godot can target WebGL 1.0 (*GLES2*) or
  28. WebGL 2.0 (*GLES3*).
  29. WebGL 1.0 is the recommended option if you want your project to be supported
  30. on all browsers with the best performance.
  31. Godot's GLES3 renderer targets high end devices, and the performance using
  32. WebGL 2.0 can be subpar. Some features are also not supported in WebGL 2.0
  33. specifically.
  34. Additionally, while most browsers support WebGL 2.0, this is not yet the case
  35. for **Safari**. WebGL 2.0 support is coming in Safari 15 for macOS, and is not
  36. available yet for any **iOS** browser (all WebKit-based like Safari).
  37. See `Can I use WebGL 2.0 <https://caniuse.com/webgl2>`__ for details.
  38. .. _doc_javascript_export_options:
  39. Export options
  40. --------------
  41. If a runnable web export template is available, a button appears between the
  42. *Stop scene* and *Play edited Scene* buttons in the editor to quickly open the
  43. game in the default browser for testing.
  44. You can choose the **Export Type** to select which features will be available:
  45. - *Regular*: is the most compatible across browsers, will not support threads,
  46. nor GDExtension.
  47. - *Threads*: will require the browser to support `SharedArrayBuffer
  48. <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`__.
  49. See `Can I use SharedArrayBuffer <https://caniuse.com/sharedarraybuffer>`__
  50. for details.
  51. If you plan to use :ref:`VRAM compression <doc_import_images>` make sure that
  52. **Vram Texture Compression** is enabled for the targeted platforms (enabling
  53. both **For Desktop** and **For Mobile** will result in a bigger, but more
  54. compatible export).
  55. If a path to a **Custom HTML shell** file is given, it will be used instead of
  56. the default HTML page. See :ref:`doc_customizing_html5_shell`.
  57. **Head Include** is appended into the ``<head>`` element of the generated
  58. HTML page. This allows to, for example, load webfonts and third-party
  59. JavaScript APIs, include CSS, or run JavaScript code.
  60. .. important:: Each project must generate their own HTML file. On export,
  61. several text placeholders are replaced in the generated HTML
  62. file specifically for the given export options. Any direct
  63. modifications to that HTML file will be lost in future exports.
  64. To customize the generated file, use the **Custom HTML shell**
  65. option.
  66. .. warning:: **Export types** other than *Regular* are not yet supported by the
  67. C# version.
  68. Limitations
  69. -----------
  70. For security and privacy reasons, many features that work effortlessly on
  71. native platforms are more complicated on the web platform. Following is a list
  72. of limitations you should be aware of when porting a Godot game to the web.
  73. .. _doc_javascript_secure_contexts:
  74. .. important:: Browser vendors are making more and more functionalities only
  75. available in `secure contexts <https://developer.mozilla.org/en-US/docs/Web/Security/Secure_Contexts>`_,
  76. this means that such features are only be available if the web
  77. page is served via a secure HTTPS connection (localhost is
  78. usually exempt from such requirement).
  79. .. tip:: Check the `list of open HTML5 issues on GitHub
  80. <https://github.com/godotengine/godot/issues?q=is:open+is:issue+label:platform:html5>`__
  81. to see if the functionality you're interested in has an issue yet. If
  82. not, open one to communicate your interest.
  83. Using cookies for data persistence
  84. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  85. Users must **allow cookies** (specifically IndexedDB) if persistence of the
  86. ``user://`` file system is desired. When playing a game presented in an
  87. ``iframe``, **third-party** cookies must also be enabled. Incognito/private
  88. browsing mode also prevents persistence.
  89. The method ``OS.is_userfs_persistent()`` can be used to check if the
  90. ``user://`` file system is persistent, but can give false positives in some
  91. cases.
  92. Background processing
  93. ~~~~~~~~~~~~~~~~~~~~~
  94. The project will be paused by the browser when the tab is no longer the active
  95. tab in the user's browser. This means functions such as ``_process()`` and
  96. ``_physics_process()`` will no longer run until the tab is made active again by
  97. the user (by switching back to the tab). This can cause networked games to
  98. disconnect if the user switches tabs for a long duration.
  99. This limitation does not apply to unfocused browser *windows*. Therefore, on the
  100. user's side, this can be worked around by running the project in a separate
  101. *window* instead of a separate tab.
  102. Threads
  103. ~~~~~~~
  104. As mentioned :ref:`above <doc_javascript_export_options>` multi-threading is
  105. only available if the appropriate **Export Type** is set and support for it
  106. across browsers is still limited.
  107. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  108. Browsers also require that the web page is served with specific
  109. `cross-origin isolation headers <https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/Cross-Origin-Embedder-Policy>`__.
  110. Full screen and mouse capture
  111. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  112. Browsers do not allow arbitrarily **entering full screen**. The same goes for
  113. **capturing the cursor**. Instead, these actions have to occur as a response to
  114. a JavaScript input event. In Godot, this means entering full screen from within
  115. a pressed input event callback such as ``_input`` or ``_unhandled_input``.
  116. Querying the :ref:`class_Input` singleton is not sufficient, the relevant
  117. input event must currently be active.
  118. For the same reason, the full screen project setting doesn't work unless the
  119. engine is started from within a valid input event handler. This requires
  120. :ref:`customization of the HTML page <doc_customizing_html5_shell>`.
  121. Audio
  122. ~~~~~
  123. Chrome restricts how websites may play audio. It may be necessary for the
  124. player to click or tap or press a key to enable audio.
  125. .. seealso:: Google offers additional information about their `Web Audio autoplay
  126. policies <https://sites.google.com/a/chromium.org/dev/audio-video/autoplay>`__.
  127. .. warning:: Access to microphone requires a
  128. :ref:`secure context <doc_javascript_secure_contexts>`.
  129. Networking
  130. ~~~~~~~~~~
  131. Low level networking is not implemented due to lacking support in browsers.
  132. Currently, only :ref:`HTTP client <doc_http_client_class>`,
  133. :ref:`HTTP requests <doc_http_request_class>`,
  134. :ref:`WebSocket (client) <doc_websocket>` and :ref:`WebRTC <doc_webrtc>` are
  135. supported.
  136. The HTTP classes also have several restrictions on the HTML5 platform:
  137. - Accessing or changing the ``StreamPeer`` is not possible
  138. - Threaded/Blocking mode is not available
  139. - Cannot progress more than once per frame, so polling in a loop will freeze
  140. - No chunked responses
  141. - Host verification cannot be disabled
  142. - Subject to `same-origin policy <https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy>`__
  143. Clipboard
  144. ~~~~~~~~~
  145. Clipboard synchronization between engine and the operating system requires a
  146. browser supporting the `Clipboard API <https://developer.mozilla.org/en-US/docs/Web/API/Clipboard_API>`__,
  147. additionally, due to the API asynchronous nature might not be reliable when
  148. accessed from GDScript.
  149. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  150. Gamepads
  151. ~~~~~~~~
  152. Gamepads will not be detected until one of their button is pressed. Gamepads
  153. might have the wrong mapping depending on the browser/OS/gamepad combination,
  154. sadly the `Gamepad API <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API>`__
  155. does not provide a reliable way to detect the gamepad information necessary
  156. to remap them based on model/vendor/OS due to privacy considerations.
  157. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  158. Boot splash is not displayed
  159. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  160. The default HTML page does not display the boot splash while loading. However,
  161. the image is exported as a PNG file, so :ref:`custom HTML pages <doc_customizing_html5_shell>`
  162. can display it.
  163. Shader language limitations
  164. ~~~~~~~~~~~~~~~~~~~~~~~~~~~
  165. When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0
  166. doesn't support dynamic loops, so shaders using those won't work there.
  167. Serving the files
  168. -----------------
  169. Exporting for the web generates several files to be served from a web server,
  170. including a default HTML page for presentation. A custom HTML file can be
  171. used, see :ref:`doc_customizing_html5_shell`.
  172. The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache
  173. servers and can be renamed to e.g. ``index.html`` at any time, its name is
  174. never depended on by default.
  175. The HTML page draws the game at maximum size within the browser window.
  176. This way it can be inserted into an ``<iframe>`` with the game's size, as is
  177. common on most web game hosting sites.
  178. The other exported files are served as they are, next to the ``.html`` file,
  179. names unchanged. The ``.wasm`` file is a binary WebAssembly module implementing
  180. the engine. The ``.pck`` file is the Godot main pack containing your game. The
  181. ``.js`` file contains start-up code and is used by the ``.html`` file to access
  182. the engine. The ``.png`` file contains the boot splash image. It is not used in
  183. the default HTML page, but is included for
  184. :ref:`custom HTML pages <doc_customizing_html5_shell>`.
  185. The ``.pck`` file is binary, usually delivered with the MIME-type
  186. :mimetype:`application/octet-stream`. The ``.wasm`` file is delivered as
  187. :mimetype:`application/wasm`.
  188. .. caution:: Delivering the WebAssembly module (``.wasm``) with a MIME-type
  189. other than :mimetype:`application/wasm` can prevent some start-up
  190. optimizations.
  191. Delivering the files with server-side compression is recommended especially for
  192. the ``.pck`` and ``.wasm`` files, which are usually large in size.
  193. The WebAssembly module compresses particularly well, down to around a quarter
  194. of its original size with gzip compression.
  195. **Hosts that provide on-the-fly compression:** GitHub Pages (gzip)
  196. **Hosts that don't provide on-the-fly compression:** itch.io, GitLab Pages
  197. (`supports manual gzip precompression <https://webd97.de/post/gitlab-pages-compression/>`__)
  198. .. _doc_javascript_eval:
  199. Calling JavaScript from script
  200. ------------------------------
  201. In web builds, the ``JavaScriptBridge`` singleton is implemented. It offers a single
  202. method called ``eval`` that works similarly to the JavaScript function of the
  203. same name. It takes a string as an argument and executes it as JavaScript code.
  204. This allows interacting with the browser in ways not possible with script
  205. languages integrated into Godot.
  206. .. tabs::
  207. .. code-tab:: gdscript
  208. func my_func():
  209. JavaScriptBridge.eval("alert('Calling JavaScript per GDScript!');")
  210. .. code-tab:: csharp
  211. private void MyFunc()
  212. {
  213. JavaScriptBridge.Eval("alert('Calling JavaScript per C#!');")
  214. }
  215. The value of the last JavaScript statement is converted to a GDScript value and
  216. returned by ``eval()`` under certain circumstances:
  217. * JavaScript ``number`` is returned as :ref:`class_float`
  218. * JavaScript ``boolean`` is returned as :ref:`class_bool`
  219. * JavaScript ``string`` is returned as :ref:`class_String`
  220. * JavaScript ``ArrayBuffer``, ``TypedArray`` and ``DataView`` are returned as :ref:`PackedByteArray<class_PackedByteArray>`
  221. .. tabs::
  222. .. code-tab:: gdscript
  223. func my_func2():
  224. var js_return = JavaScriptBridge.eval("var myNumber = 1; myNumber + 2;")
  225. print(js_return) # prints '3.0'
  226. .. code-tab:: csharp
  227. private void MyFunc2()
  228. {
  229. var jsReturn = JavaScriptBridge.Eval("var myNumber = 1; myNumber + 2;");
  230. GD.Print(jsReturn); // prints '3.0'
  231. }
  232. Any other JavaScript value is returned as ``null``.
  233. HTML5 export templates may be :ref:`built <doc_compiling_for_web>` without
  234. support for the singleton to improve security. With such templates, and on
  235. platforms other than HTML5, calling ``JavaScriptBridge.eval`` will also return
  236. ``null``. The availability of the singleton can be checked with the
  237. ``web`` :ref:`feature tag <doc_feature_tags>`:
  238. .. tabs::
  239. .. code-tab:: gdscript
  240. func my_func3():
  241. if OS.has_feature('web'):
  242. JavaScriptBridge.eval("""
  243. console.log('The JavaScriptBridge singleton is available')
  244. """)
  245. else:
  246. print("The JavaScriptBridge singleton is NOT available")
  247. .. code-tab:: csharp
  248. private void MyFunc3()
  249. {
  250. if (OS.HasFeature("web"))
  251. {
  252. JavaScriptBridge.Eval("console.log('The JavaScriptBridge singleton is available')");
  253. }
  254. else
  255. {
  256. GD.Print("The JavaScriptBridge singleton is NOT available");
  257. }
  258. }
  259. .. tip:: GDScript's multi-line strings, surrounded by 3 quotes ``"""`` as in
  260. ``my_func3()`` above, are useful to keep JavaScript code readable.
  261. The ``eval`` method also accepts a second, optional Boolean argument, which
  262. specifies whether to execute the code in the global execution context,
  263. defaulting to ``false`` to prevent polluting the global namespace:
  264. .. tabs::
  265. .. code-tab:: gdscript
  266. func my_func4():
  267. # execute in global execution context,
  268. # thus adding a new JavaScript global variable `SomeGlobal`
  269. JavaScriptBridge.eval("var SomeGlobal = {};", true)
  270. .. code-tab:: csharp
  271. private void MyFunc4()
  272. {
  273. // execute in global execution context,
  274. // thus adding a new JavaScript global variable `SomeGlobal`
  275. JavaScriptBridge.Eval("var SomeGlobal = {};", true);
  276. }