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