exporting_for_web.rst 11 KB

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  1. .. _doc_exporting_for_web:
  2. Exporting for the Web
  3. =====================
  4. HTML5 export allows publishing games made in Godot Engine to the browser.
  5. This requires support for `WebAssembly
  6. <https://webassembly.org/>`__ and `WebGL <https://www.khronos.org/webgl/>`__
  7. in the user's browser.
  8. .. important:: Use the browser-integrated developer console, usually opened
  9. with :kbd:`F12`, to view **debug information** like JavaScript,
  10. engine, and WebGL errors.
  11. .. attention:: Many browsers, including Firefox and Chromium-based browsers,
  12. will not load exported projects when **opened locally** per
  13. ``file://`` protocol. To get around this, use a local server.
  14. .. tip:: Python offers an easy method to start a local server.
  15. Use ``python -m http.server 8000 --bind 127.0.0.1`` with Python 3 to serve the
  16. current working directory at ``http://localhost:8000``.
  17. `Refer to MDN for additional information <https://developer.mozilla.org/en-US/docs/Learn/Common_questions/set_up_a_local_testing_server>`__.
  18. .. attention:: `There are significant bugs when running HTML5 projects on iOS <https://github.com/godotengine/godot/issues/26554>`__
  19. (regardless of the browser). We recommend using
  20. :ref:`iOS' native export functionality <doc_exporting_for_ios>`
  21. instead, as it will also result in better performance.
  22. WebGL 2
  23. -------
  24. Until the *OpenGL ES 3* renderer is removed from Godot in favor of *Vulkan*,
  25. HTML5 export uses *WebGL 2* when the *GLES3* option is selected.
  26. .. warning:: Using WebGL 2 is not recommended due to its expected removal
  27. from Godot without replacement.
  28. WebGL 2 is not supported in all browsers. **Firefox** and
  29. **Chromium** (Chrome, Opera) are the most popular supported browsers,
  30. **Safari** and **Edge** do not work. On **iOS**, all browsers are based on
  31. WebKit (i.e. Safari), so they will also not work.
  32. Godot's WebGL 2 renderer has issues with 3D and is no longer maintained.
  33. Limitations
  34. -----------
  35. For security and privacy reasons, many features that work effortlessly on
  36. native platforms are more complicated on the web platform. Following is a list
  37. of limitations you should be aware of when porting a Godot game to the web.
  38. Using cookies for data persistence
  39. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  40. Users must **allow cookies** (specifically IndexedDB) if persistence of the
  41. ``user://`` file system is desired. When playing a game presented in an
  42. ``iframe``, **third-party** cookies must also be enabled. Incognito/private
  43. browsing mode also prevents persistence.
  44. The method ``OS.is_userfs_persistent()`` can be used to check if the
  45. ``user://`` file system is persistent, but can give false positives in some
  46. cases.
  47. Full screen and mouse capture
  48. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  49. Browsers do not allow arbitrarily **entering full screen**. The same goes for
  50. **capturing the cursor**. Instead, these actions have to occur as a response to
  51. a JavaScript input event. In Godot, this means entering full screen from within
  52. a pressed input event callback such as ``_input`` or ``_unhandled_input``.
  53. Querying the :ref:`class_Input` singleton is not sufficient, the relevant
  54. input event must currently be active.
  55. For the same reason, the full screen project setting doesn't work unless the
  56. engine is started from within a valid input event handler. This requires
  57. :ref:`customization of the HTML page <doc_customizing_html5_shell>`.
  58. Audio autoplay
  59. ~~~~~~~~~~~~~~
  60. Chrome restricts how websites may play audio. It may be necessary for the
  61. player to click or tap or press a key to enable audio.
  62. .. seealso:: Google offers additional information about their `Web Audio autoplay
  63. policies <https://sites.google.com/a/chromium.org/dev/audio-video/autoplay>`__.
  64. :ref:`class_HTTPClient` and :ref:`class_HTTPRequest`
  65. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  66. The HTTP classes have several restrictions on the HTML5 platform:
  67. - Accessing or changing the ``StreamPeer`` is not possible
  68. - Threaded/Blocking mode is not available
  69. - Cannot progress more than once per frame, so polling in a loop will freeze
  70. - No chunked responses
  71. - Host verification cannot be disabled
  72. - Subject to `same-origin policy <https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy>`__
  73. Exported ``.html`` file must not be reused
  74. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  75. Each project must generate their own HTML file. On export, several text placeholders are replaced in the **generated HTML
  76. 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`.
  77. Boot splash is not displayed
  78. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  79. The default HTML page does not display the boot splash while loading. However,
  80. the image is exported as a PNG file, so :ref:`custom HTML pages <doc_customizing_html5_shell>`
  81. can display it.
  82. Shader language limitations
  83. ~~~~~~~~~~~~~~~~~~~~~~~~~~~
  84. When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0
  85. doesn't support dynamic loops, so shaders using those won't work there.
  86. Unimplemented functionality
  87. ~~~~~~~~~~~~~~~~~~~~~~~~~~~
  88. The following functionality is currently unavailable on the HTML5 platform:
  89. - Threads
  90. - GDNative
  91. - C#
  92. - Clipboard synchronization between engine and operating system
  93. - Networking other than :ref:`class_HTTPClient` and :ref:`class_WebSocketClient`
  94. .. tip:: Check the `list of open HTML5 issues on GitHub
  95. <https://github.com/godotengine/godot/issues?q=is:open+is:issue+label:platform:html5>`__
  96. to see if the functionality you're interested in has an issue yet. If
  97. not, open one to communicate your interest.
  98. Serving the files
  99. -----------------
  100. Exporting for the web generates several files to be served from a web server,
  101. including a default HTML page for presentation. A custom HTML file can be
  102. used, see :ref:`doc_customizing_html5_shell`.
  103. The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache
  104. servers and can be renamed to e.g. ``index.html`` at any time, its name is
  105. never depended on by default.
  106. The HTML page draws the game at maximum size within the browser window.
  107. This way it can be inserted into an ``<iframe>`` with the game's size, as is
  108. common on most web game hosting sites.
  109. The other exported files are served as they are, next to the ``.html`` file,
  110. names unchanged. The ``.wasm`` file is a binary WebAssembly module implementing
  111. the engine. The ``.pck`` file is the Godot main pack containing your game. The
  112. ``.js`` file contains start-up code and is used by the ``.html`` file to access
  113. the engine. The ``.png`` file contains the boot splash image. It is not used in
  114. the default HTML page, but is included for
  115. :ref:`custom HTML pages <doc_customizing_html5_shell>`.
  116. The ``.pck`` file is binary, usually delivered with the MIME-type
  117. :mimetype:`application/octet-stream`. The ``.wasm`` file is delivered as
  118. :mimetype:`application/wasm`.
  119. .. caution:: Delivering the WebAssembly module (``.wasm``) with a MIME-type
  120. other than :mimetype:`application/wasm` can prevent some start-up
  121. optimizations.
  122. Delivering the files with server-side compression is recommended especially for
  123. the ``.pck`` and ``.wasm`` files, which are usually large in size.
  124. The WebAssembly module compresses particularly well, down to around a quarter
  125. of its original size with gzip compression.
  126. **Hosts that provide on-the-fly compression:** GitHub Pages (gzip)
  127. **Hosts that don't provide on-the-fly compression:** itch.io, GitLab Pages
  128. (`supports manual gzip precompression <https://webd97.de/post/gitlab-pages-compression/>`__
  129. Export options
  130. --------------
  131. If a runnable web export template is available, a button appears between the
  132. *Stop scene* and *Play edited Scene* buttons in the editor to quickly open the
  133. game in the default browser for testing.
  134. If a path to a **Custom HTML shell** file is given, it will be used instead of
  135. the default HTML page. See :ref:`doc_customizing_html5_shell`.
  136. **Head Include** is appended into the ``<head>`` element of the generated
  137. HTML page. This allows to, for example, load webfonts and third-party
  138. JavaScript APIs, include CSS, or run JavaScript code.
  139. .. _doc_javascript_eval:
  140. Calling JavaScript from script
  141. ------------------------------
  142. In web builds, the ``JavaScript`` singleton is implemented. It offers a single
  143. method called ``eval`` that works similarly to the JavaScript function of the
  144. same name. It takes a string as an argument and executes it as JavaScript code.
  145. This allows interacting with the browser in ways not possible with script
  146. languages integrated into Godot.
  147. ::
  148. func my_func():
  149. JavaScript.eval("alert('Calling JavaScript per GDScript!');")
  150. The value of the last JavaScript statement is converted to a GDScript value and
  151. returned by ``eval()`` under certain circumstances:
  152. * JavaScript ``number`` is returned as GDScript :ref:`class_float`
  153. * JavaScript ``boolean`` is returned as GDScript :ref:`class_bool`
  154. * JavaScript ``string`` is returned as GDScript :ref:`class_String`
  155. * JavaScript ``ArrayBuffer``, ``TypedArray`` and ``DataView`` are returned as
  156. GDScript :ref:`PackedByteArray<class_PackedByteArray>`
  157. ::
  158. func my_func2():
  159. var js_return = JavaScript.eval("var myNumber = 1; myNumber + 2;")
  160. print(js_return) # prints '3.0'
  161. Any other JavaScript value is returned as ``null``.
  162. HTML5 export templates may be :ref:`built <doc_compiling_for_web>` without
  163. support for the singleton to improve security. With such templates, and on
  164. platforms other than HTML5, calling ``JavaScript.eval`` will also return
  165. ``null``. The availability of the singleton can be checked with the
  166. ``JavaScript`` :ref:`feature tag <doc_feature_tags>`::
  167. func my_func3():
  168. if OS.has_feature('JavaScript'):
  169. JavaScript.eval("""
  170. console.log('The JavaScript singleton is available')
  171. """)
  172. else:
  173. print("The JavaScript singleton is NOT available")
  174. .. tip:: GDScript's multi-line strings, surrounded by 3 quotes ``"""`` as in
  175. ``my_func3()`` above, are useful to keep JavaScript code readable.
  176. The ``eval`` method also accepts a second, optional Boolean argument, which
  177. specifies whether to execute the code in the global execution context,
  178. defaulting to ``false`` to prevent polluting the global namespace::
  179. func my_func4():
  180. # execute in global execution context,
  181. # thus adding a new JavaScript global variable `SomeGlobal`
  182. JavaScript.eval("var SomeGlobal = {};", true)