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/>`__, `WebGL <https://www.khronos.org/webgl/>`__ and
  11. `SharedArrayBuffer <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`_
  12. in the user's browser.
  13. .. attention::
  14. Projects written in C# using Godot 4 currently cannot be exported to the
  15. web. To use C# on web platforms, use Godot 3 instead.
  16. .. important:: Use the browser-integrated developer console, usually opened
  17. with :kbd:`F12`, to view **debug information** like JavaScript,
  18. engine, and WebGL errors.
  19. .. attention::
  20. Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs
  21. with SharedArrayBuffer and WebGL 2.0. We recommend using
  22. :ref:`macOS <doc_exporting_for_macos>` and :ref:`iOS <doc_exporting_for_ios>`
  23. native export functionality instead, as it will also result in better performance.
  24. Godot 3's HTML5 exports are more compatible with various browsers in
  25. general, especially when using the GLES2 rendering backend (which only
  26. requires WebGL 1.0).
  27. .. warning:: SharedArrayBuffer requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  28. Browsers also require that the web page is served with specific
  29. `cross-origin isolation headers <https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/Cross-Origin-Embedder-Policy>`__.
  30. WebGL version
  31. -------------
  32. Godot 4.0 and later can only target WebGL 2.0 (using the Compatibility rendering
  33. method). There is no stable way to run Vulkan applications on the web yet.
  34. See `Can I use WebGL 2.0 <https://caniuse.com/webgl2>`__ for a list of browser
  35. versions supporting WebGL 2.0. Note that Safari has several issues with WebGL
  36. 2.0 support that other browsers don't have, so we recommend using a
  37. Chromium-based browser or Firefox if possible.
  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. If you plan to use :ref:`VRAM compression <doc_importing_images>` make sure that
  45. **Vram Texture Compression** is enabled for the targeted platforms (enabling
  46. both **For Desktop** and **For Mobile** will result in a bigger, but more
  47. compatible export).
  48. If a path to a **Custom HTML shell** file is given, it will be used instead of
  49. the default HTML page. See :ref:`doc_customizing_html5_shell`.
  50. **Head Include** is appended into the ``<head>`` element of the generated
  51. HTML page. This allows to, for example, load webfonts and third-party
  52. JavaScript APIs, include CSS, or run JavaScript code.
  53. .. important:: Each project must generate their own HTML file. On export,
  54. several text placeholders are replaced in the generated HTML
  55. file specifically for the given export options. Any direct
  56. modifications to that HTML file will be lost in future exports.
  57. To customize the generated file, use the **Custom HTML shell**
  58. option.
  59. Limitations
  60. -----------
  61. For security and privacy reasons, many features that work effortlessly on
  62. native platforms are more complicated on the web platform. Following is a list
  63. of limitations you should be aware of when porting a Godot game to the web.
  64. .. _doc_javascript_secure_contexts:
  65. .. important:: Browser vendors are making more and more functionalities only
  66. available in `secure contexts <https://developer.mozilla.org/en-US/docs/Web/Security/Secure_Contexts>`_,
  67. this means that such features are only be available if the web
  68. page is served via a secure HTTPS connection (localhost is
  69. usually exempt from such requirement).
  70. .. tip:: Check the `list of open HTML5 issues on GitHub
  71. <https://github.com/godotengine/godot/issues?q=is:open+is:issue+label:platform:web>`__
  72. to see if the functionality you're interested in has an issue yet. If
  73. not, open one to communicate your interest.
  74. Using cookies for data persistence
  75. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  76. Users must **allow cookies** (specifically IndexedDB) if persistence of the
  77. ``user://`` file system is desired. When playing a game presented in an
  78. ``iframe``, **third-party** cookies must also be enabled. Incognito/private
  79. browsing mode also prevents persistence.
  80. The method ``OS.is_userfs_persistent()`` can be used to check if the
  81. ``user://`` file system is persistent, but can give false positives in some
  82. cases.
  83. Background processing
  84. ~~~~~~~~~~~~~~~~~~~~~
  85. The project will be paused by the browser when the tab is no longer the active
  86. tab in the user's browser. This means functions such as ``_process()`` and
  87. ``_physics_process()`` will no longer run until the tab is made active again by
  88. the user (by switching back to the tab). This can cause networked games to
  89. disconnect if the user switches tabs for a long duration.
  90. This limitation does not apply to unfocused browser *windows*. Therefore, on the
  91. user's side, this can be worked around by running the project in a separate
  92. *window* instead of a separate tab.
  93. Full screen and mouse capture
  94. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  95. Browsers do not allow arbitrarily **entering full screen**. The same goes for
  96. **capturing the cursor**. Instead, these actions have to occur as a response to
  97. a JavaScript input event. In Godot, this means entering full screen from within
  98. a pressed input event callback such as ``_input`` or ``_unhandled_input``.
  99. Querying the :ref:`class_Input` singleton is not sufficient, the relevant
  100. input event must currently be active.
  101. For the same reason, the full screen project setting doesn't work unless the
  102. engine is started from within a valid input event handler. This requires
  103. :ref:`customization of the HTML page <doc_customizing_html5_shell>`.
  104. Audio
  105. ~~~~~
  106. Chrome restricts how websites may play audio. It may be necessary for the
  107. player to click or tap or press a key to enable audio.
  108. .. seealso:: Google offers additional information about their `Web Audio autoplay
  109. policies <https://sites.google.com/a/chromium.org/dev/audio-video/autoplay>`__.
  110. .. warning:: Access to microphone requires a
  111. :ref:`secure context <doc_javascript_secure_contexts>`.
  112. Networking
  113. ~~~~~~~~~~
  114. Low level networking is not implemented due to lacking support in browsers.
  115. Currently, only :ref:`HTTP client <doc_http_client_class>`,
  116. :ref:`HTTP requests <doc_http_request_class>`,
  117. :ref:`WebSocket (client) <doc_websocket>` and :ref:`WebRTC <doc_webrtc>` are
  118. supported.
  119. The HTTP classes also have several restrictions on the HTML5 platform:
  120. - Accessing or changing the ``StreamPeer`` is not possible
  121. - Threaded/Blocking mode is not available
  122. - Cannot progress more than once per frame, so polling in a loop will freeze
  123. - No chunked responses
  124. - Host verification cannot be disabled
  125. - Subject to `same-origin policy <https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy>`__
  126. Clipboard
  127. ~~~~~~~~~
  128. Clipboard synchronization between engine and the operating system requires a
  129. browser supporting the `Clipboard API <https://developer.mozilla.org/en-US/docs/Web/API/Clipboard_API>`__,
  130. additionally, due to the API asynchronous nature might not be reliable when
  131. accessed from GDScript.
  132. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  133. Gamepads
  134. ~~~~~~~~
  135. Gamepads will not be detected until one of their button is pressed. Gamepads
  136. might have the wrong mapping depending on the browser/OS/gamepad combination,
  137. sadly the `Gamepad API <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API>`__
  138. does not provide a reliable way to detect the gamepad information necessary
  139. to remap them based on model/vendor/OS due to privacy considerations.
  140. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  141. Boot splash is not displayed
  142. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  143. The default HTML page does not display the boot splash while loading. However,
  144. the image is exported as a PNG file, so :ref:`custom HTML pages <doc_customizing_html5_shell>`
  145. can display it.
  146. Serving the files
  147. -----------------
  148. Exporting for the web generates several files to be served from a web server,
  149. including a default HTML page for presentation. A custom HTML file can be
  150. used, see :ref:`doc_customizing_html5_shell`.
  151. The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache
  152. servers and can be renamed to e.g. ``index.html`` at any time, its name is
  153. never depended on by default.
  154. The HTML page draws the game at maximum size within the browser window.
  155. This way it can be inserted into an ``<iframe>`` with the game's size, as is
  156. common on most web game hosting sites.
  157. The other exported files are served as they are, next to the ``.html`` file,
  158. names unchanged. The ``.wasm`` file is a binary WebAssembly module implementing
  159. the engine. The ``.pck`` file is the Godot main pack containing your game. The
  160. ``.js`` file contains start-up code and is used by the ``.html`` file to access
  161. the engine. The ``.png`` file contains the boot splash image. It is not used in
  162. the default HTML page, but is included for
  163. :ref:`custom HTML pages <doc_customizing_html5_shell>`.
  164. The ``.pck`` file is binary, usually delivered with the MIME-type
  165. :mimetype:`application/octet-stream`. The ``.wasm`` file is delivered as
  166. :mimetype:`application/wasm`.
  167. .. caution:: Delivering the WebAssembly module (``.wasm``) with a MIME-type
  168. other than :mimetype:`application/wasm` can prevent some start-up
  169. optimizations.
  170. Delivering the files with server-side compression is recommended especially for
  171. the ``.pck`` and ``.wasm`` files, which are usually large in size.
  172. The WebAssembly module compresses particularly well, down to around a quarter
  173. of its original size with gzip compression.
  174. **Hosts that provide on-the-fly compression:** GitHub Pages (gzip)
  175. **Hosts that don't provide on-the-fly compression:** itch.io, GitLab Pages
  176. (`supports manual gzip precompression <https://webd97.de/post/gitlab-pages-compression/>`__)
  177. .. tip::
  178. The Godot repository includes a
  179. `Python script to host a local web server <https://raw.githubusercontent.com/godotengine/godot/master/platform/web/serve.py>`__.
  180. This script is intended for testing the web editor, but it can also be used to test exported projects.
  181. Save the linked script to a file called ``serve.py``, move this file to the
  182. folder containing the exported project's ``index.html``, then run the
  183. following command in a command prompt within the same folder:
  184. ::
  185. # You may need to replace `python` with `python3` on some platforms.
  186. python serve.py --root .
  187. On Windows, you can open a command prompt in the current folder by holding
  188. :kbd:`Shift` and right-clicking on empty space in Windows Explorer, then
  189. choosing **Open PowerShell window here**.
  190. This will serve the contents of the current folder and open the default web
  191. browser automatically.
  192. Note that for production use cases, this Python-based web server should not
  193. be used. Instead, you should use an established web server such as Apache or
  194. nginx.
  195. .. _doc_javascript_eval:
  196. Calling JavaScript from script
  197. ------------------------------
  198. In web builds, the ``JavaScriptBridge`` singleton is implemented. It offers a single
  199. method called ``eval`` that works similarly to the JavaScript function of the
  200. same name. It takes a string as an argument and executes it as JavaScript code.
  201. This allows interacting with the browser in ways not possible with script
  202. languages integrated into Godot.
  203. .. tabs::
  204. .. code-tab:: gdscript
  205. func my_func():
  206. JavaScriptBridge.eval("alert('Calling JavaScript per GDScript!');")
  207. .. code-tab:: csharp
  208. private void MyFunc()
  209. {
  210. JavaScriptBridge.Eval("alert('Calling JavaScript per C#!');")
  211. }
  212. The value of the last JavaScript statement is converted to a GDScript value and
  213. returned by ``eval()`` under certain circumstances:
  214. * JavaScript ``number`` is returned as :ref:`class_float`
  215. * JavaScript ``boolean`` is returned as :ref:`class_bool`
  216. * JavaScript ``string`` is returned as :ref:`class_String`
  217. * JavaScript ``ArrayBuffer``, ``TypedArray`` and ``DataView`` are returned as :ref:`PackedByteArray<class_PackedByteArray>`
  218. .. tabs::
  219. .. code-tab:: gdscript
  220. func my_func2():
  221. var js_return = JavaScriptBridge.eval("var myNumber = 1; myNumber + 2;")
  222. print(js_return) # prints '3.0'
  223. .. code-tab:: csharp
  224. private void MyFunc2()
  225. {
  226. var jsReturn = JavaScriptBridge.Eval("var myNumber = 1; myNumber + 2;");
  227. GD.Print(jsReturn); // prints '3.0'
  228. }
  229. Any other JavaScript value is returned as ``null``.
  230. HTML5 export templates may be :ref:`built <doc_compiling_for_web>` without
  231. support for the singleton to improve security. With such templates, and on
  232. platforms other than HTML5, calling ``JavaScriptBridge.eval`` will also return
  233. ``null``. The availability of the singleton can be checked with the
  234. ``web`` :ref:`feature tag <doc_feature_tags>`:
  235. .. tabs::
  236. .. code-tab:: gdscript
  237. func my_func3():
  238. if OS.has_feature('web'):
  239. JavaScriptBridge.eval("""
  240. console.log('The JavaScriptBridge singleton is available')
  241. """)
  242. else:
  243. print("The JavaScriptBridge singleton is NOT available")
  244. .. code-tab:: csharp
  245. private void MyFunc3()
  246. {
  247. if (OS.HasFeature("web"))
  248. {
  249. JavaScriptBridge.Eval("console.log('The JavaScriptBridge singleton is available')");
  250. }
  251. else
  252. {
  253. GD.Print("The JavaScriptBridge singleton is NOT available");
  254. }
  255. }
  256. .. tip:: GDScript's multi-line strings, surrounded by 3 quotes ``"""`` as in
  257. ``my_func3()`` above, are useful to keep JavaScript code readable.
  258. The ``eval`` method also accepts a second, optional Boolean argument, which
  259. specifies whether to execute the code in the global execution context,
  260. defaulting to ``false`` to prevent polluting the global namespace:
  261. .. tabs::
  262. .. code-tab:: gdscript
  263. func my_func4():
  264. # execute in global execution context,
  265. # thus adding a new JavaScript global variable `SomeGlobal`
  266. JavaScriptBridge.eval("var SomeGlobal = {};", true)
  267. .. code-tab:: csharp
  268. private void MyFunc4()
  269. {
  270. // execute in global execution context,
  271. // thus adding a new JavaScript global variable `SomeGlobal`
  272. JavaScriptBridge.Eval("var SomeGlobal = {};", true);
  273. }
  274. Environment variables
  275. ---------------------
  276. You can use the following environment variables to set export options outside of
  277. the editor. During the export process, these override the values that you set in
  278. the export menu.
  279. .. list-table:: HTML5 export environment variables
  280. :header-rows: 1
  281. * - Export option
  282. - Environment variable
  283. * - Encryption / Encryption Key
  284. - GODOT_SCRIPT_ENCRYPTION_KEY