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- .. _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
- <https://webassembly.org/>`__ and `WebGL <https://www.khronos.org/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 <https://developer.mozilla.org/en-US/docs/Learn/Common_questions/set_up_a_local_testing_server>`__.
- .. attention:: `There are significant bugs when running HTML5 projects on iOS <https://github.com/godotengine/godot/issues/26554>`__
- (regardless of the browser). We recommend using
- :ref:`iOS' native export functionality <doc_exporting_for_ios>`
- 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- Godot's WebGL 2 renderer has issues with 3D and is no longer maintained.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 <doc_customizing_html5_shell>`.
- 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 <https://sites.google.com/a/chromium.org/dev/audio-video/autoplay>`__.
- :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 <https://developer.mozilla.org/en-US/docs/Web/Security/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 <doc_customizing_html5_shell>`
- 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
- <https://github.com/godotengine/godot/issues?q=is:open+is:issue+label:platform:html5>`__
- 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 ``<iframe>`` with the game's size, as is
- common on most web game hosting sites.
- The other exported files are served as they are, next to the ``.html`` file,
- names unchanged. The ``.wasm`` file is a binary WebAssembly module implementing
- the engine. The ``.pck`` file is the Godot main pack containing your game. The
- ``.js`` file contains start-up code and is used by the ``.html`` file to access
- the engine. The ``.png`` file contains the boot splash image. It is not used in
- the default HTML page, but is included for
- :ref:`custom HTML pages <doc_customizing_html5_shell>`.
- The ``.pck`` file is binary, usually delivered with the MIME-type
- :mimetype:`application/octet-stream`. The ``.wasm`` file is delivered as
- :mimetype:`application/wasm`.
- .. caution:: Delivering the WebAssembly module (``.wasm``) with a MIME-type
- other than :mimetype:`application/wasm` can prevent some start-up
- optimizations.
- Delivering the files with server-side compression is recommended especially for
- the ``.pck`` and ``.wasm`` files, which are usually large in size.
- The WebAssembly module compresses particularly well, down to around a quarter
- of its original size with gzip compression.
- **Hosts that provide on-the-fly compression:** GitHub Pages (gzip)
- **Hosts that don't provide on-the-fly compression:** itch.io, GitLab Pages
- (`supports manual gzip precompression <https://webd97.de/post/gitlab-pages-compression/>`__
- Export options
- --------------
- If a runnable web export template is available, a button appears between the
- *Stop scene* and *Play edited Scene* buttons in the editor to quickly open the
- game in the default browser for testing.
- If a path to a **Custom HTML shell** file is given, it will be used instead of
- the default HTML page. See :ref:`doc_customizing_html5_shell`.
- **Head Include** is appended into the ``<head>`` element of the generated
- HTML page. This allows to, for example, load webfonts and third-party
- JavaScript APIs, include CSS, or run JavaScript code.
- .. _doc_javascript_eval:
- Calling JavaScript from script
- ------------------------------
- In web builds, the ``JavaScript`` singleton is implemented. It offers a single
- method called ``eval`` that works similarly to the JavaScript function of the
- same name. It takes a string as an argument and executes it as JavaScript code.
- This allows interacting with the browser in ways not possible with script
- languages integrated into Godot.
- ::
- func my_func():
- JavaScript.eval("alert('Calling JavaScript per GDScript!');")
- The value of the last JavaScript statement is converted to a GDScript value and
- returned by ``eval()`` under certain circumstances:
- * JavaScript ``number`` is returned as GDScript :ref:`class_float`
- * JavaScript ``boolean`` is returned as GDScript :ref:`class_bool`
- * JavaScript ``string`` is returned as GDScript :ref:`class_String`
- * JavaScript ``ArrayBuffer``, ``TypedArray`` and ``DataView`` are returned as
- GDScript :ref:`PackedByteArray<class_PackedByteArray>`
- ::
- func my_func2():
- var js_return = JavaScript.eval("var myNumber = 1; myNumber + 2;")
- print(js_return) # prints '3.0'
- Any other JavaScript value is returned as ``null``.
- HTML5 export templates may be :ref:`built <doc_compiling_for_web>` without
- support for the singleton to improve security. With such templates, and on
- platforms other than HTML5, calling ``JavaScript.eval`` will also return
- ``null``. The availability of the singleton can be checked with the
- ``JavaScript`` :ref:`feature tag <doc_feature_tags>`::
- func my_func3():
- if OS.has_feature('JavaScript'):
- JavaScript.eval("""
- console.log('The JavaScript singleton is available')
- """)
- else:
- print("The JavaScript singleton is NOT available")
- .. tip:: GDScript's multi-line strings, surrounded by 3 quotes ``"""`` as in
- ``my_func3()`` above, are useful to keep JavaScript code readable.
- The ``eval`` method also accepts a second, optional Boolean argument, which
- specifies whether to execute the code in the global execution context,
- defaulting to ``false`` to prevent polluting the global namespace::
- func my_func4():
- # execute in global execution context,
- # thus adding a new JavaScript global variable `SomeGlobal`
- JavaScript.eval("var SomeGlobal = {};", true)
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