exporting_for_web.rst 13 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. .. tip::
  17. Use the browser-integrated developer console, usually opened
  18. with :kbd:`F12` (:kbd:`Cmd + Option + I` on macOS), to view
  19. **debug information** like JavaScript, engine, and WebGL errors.
  20. .. attention::
  21. Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs
  22. with SharedArrayBuffer and WebGL 2.0. We recommend using
  23. :ref:`macOS <doc_exporting_for_macos>` and :ref:`iOS <doc_exporting_for_ios>`
  24. native export functionality instead, as it will also result in better performance.
  25. Godot 3's HTML5 exports are more compatible with various browsers in
  26. general, especially when using the GLES2 rendering backend (which only
  27. requires WebGL 1.0).
  28. WebGL version
  29. -------------
  30. Godot 4.0 and later can only target WebGL 2.0 (using the Compatibility rendering
  31. method). There is no stable way to run Vulkan applications on the web yet.
  32. See `Can I use WebGL 2.0 <https://caniuse.com/webgl2>`__ for a list of browser
  33. versions supporting WebGL 2.0. Note that Safari has several issues with WebGL
  34. 2.0 support that other browsers don't have, so we recommend using a
  35. Chromium-based browser or Firefox if possible.
  36. .. _doc_javascript_export_options:
  37. Export options
  38. --------------
  39. If a runnable web export template is available, a button appears between the
  40. *Stop scene* and *Play edited Scene* buttons in the editor to quickly open the
  41. game in the default browser for testing.
  42. If your project uses GDExtension **Extension Support** needs to be enabled.
  43. If you plan to use :ref:`VRAM compression <doc_importing_images>` make sure that
  44. **Vram Texture Compression** is enabled for the targeted platforms (enabling
  45. both **For Desktop** and **For Mobile** will result in a bigger, but more
  46. compatible export).
  47. If a path to a **Custom HTML shell** file is given, it will be used instead of
  48. the default HTML page. See :ref:`doc_customizing_html5_shell`.
  49. **Head Include** is appended into the ``<head>`` element of the generated
  50. HTML page. This allows to, for example, load webfonts and third-party
  51. JavaScript APIs, include CSS, or run JavaScript code.
  52. .. important:: Each project must generate their own HTML file. On export,
  53. several text placeholders are replaced in the generated HTML
  54. file specifically for the given export options. Any direct
  55. modifications to that HTML file will be lost in future exports.
  56. To customize the generated file, use the **Custom HTML shell**
  57. option.
  58. Limitations
  59. -----------
  60. For security and privacy reasons, many features that work effortlessly on
  61. native platforms are more complicated on the web platform. Following is a list
  62. of limitations you should be aware of when porting a Godot game to the web.
  63. .. _doc_javascript_secure_contexts:
  64. .. important:: Browser vendors are making more and more functionalities only
  65. available in `secure contexts <https://developer.mozilla.org/en-US/docs/Web/Security/Secure_Contexts>`_,
  66. this means that such features are only be available if the web
  67. page is served via a secure HTTPS connection (localhost is
  68. usually exempt from such requirement).
  69. Using cookies for data persistence
  70. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  71. Users must **allow cookies** (specifically IndexedDB) if persistence of the
  72. ``user://`` file system is desired. When playing a game presented in an
  73. ``iframe``, **third-party** cookies must also be enabled. Incognito/private
  74. browsing mode also prevents persistence.
  75. The method ``OS.is_userfs_persistent()`` can be used to check if the
  76. ``user://`` file system is persistent, but can give false positives in some
  77. cases.
  78. Background processing
  79. ~~~~~~~~~~~~~~~~~~~~~
  80. The project will be paused by the browser when the tab is no longer the active
  81. tab in the user's browser. This means functions such as ``_process()`` and
  82. ``_physics_process()`` will no longer run until the tab is made active again by
  83. the user (by switching back to the tab). This can cause networked games to
  84. disconnect if the user switches tabs for a long duration.
  85. This limitation does not apply to unfocused browser *windows*. Therefore, on the
  86. user's side, this can be worked around by running the project in a separate
  87. *window* instead of a separate tab.
  88. Full screen and mouse capture
  89. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  90. Browsers do not allow arbitrarily **entering full screen**. The same goes for
  91. **capturing the cursor**. Instead, these actions have to occur as a response to
  92. a JavaScript input event. In Godot, this means entering full screen from within
  93. a pressed input event callback such as ``_input`` or ``_unhandled_input``.
  94. Querying the :ref:`class_Input` singleton is not sufficient, the relevant
  95. input event must currently be active.
  96. For the same reason, the full screen project setting doesn't work unless the
  97. engine is started from within a valid input event handler. This requires
  98. :ref:`customization of the HTML page <doc_customizing_html5_shell>`.
  99. Audio
  100. ~~~~~
  101. Some browsers restrict autoplay for audio on websites. The easiest way around this limitation is to request the
  102. player to click, tap or press a key/button to enable audio, for instance when displaying a splash screen at the start of your game.
  103. .. seealso:: Google offers additional information about their `Web Audio autoplay
  104. policies <https://sites.google.com/a/chromium.org/dev/audio-video/autoplay>`__.
  105. Apple's Safari team also posted additional information about their `Auto-Play Policy Changes for macOS
  106. <https://webkit.org/blog/7734/auto-play-policy-changes-for-macos/>`__.
  107. .. warning:: Access to microphone requires a
  108. :ref:`secure context <doc_javascript_secure_contexts>`.
  109. Networking
  110. ~~~~~~~~~~
  111. Low level networking is not implemented due to lacking support in browsers.
  112. Currently, only :ref:`HTTP client <doc_http_client_class>`,
  113. :ref:`HTTP requests <doc_http_request_class>`,
  114. :ref:`WebSocket (client) <doc_websocket>` and :ref:`WebRTC <doc_webrtc>` are
  115. supported.
  116. The HTTP classes also have several restrictions on the HTML5 platform:
  117. - Accessing or changing the ``StreamPeer`` is not possible
  118. - Threaded/Blocking mode is not available
  119. - Cannot progress more than once per frame, so polling in a loop will freeze
  120. - No chunked responses
  121. - Host verification cannot be disabled
  122. - Subject to `same-origin policy <https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy>`__
  123. Clipboard
  124. ~~~~~~~~~
  125. Clipboard synchronization between engine and the operating system requires a
  126. browser supporting the `Clipboard API <https://developer.mozilla.org/en-US/docs/Web/API/Clipboard_API>`__,
  127. additionally, due to the API asynchronous nature might not be reliable when
  128. accessed from GDScript.
  129. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  130. Gamepads
  131. ~~~~~~~~
  132. Gamepads will not be detected until one of their button is pressed. Gamepads
  133. might have the wrong mapping depending on the browser/OS/gamepad combination,
  134. sadly the `Gamepad API <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API>`__
  135. does not provide a reliable way to detect the gamepad information necessary
  136. to remap them based on model/vendor/OS due to privacy considerations.
  137. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  138. Boot splash is not displayed
  139. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  140. The default HTML page does not display the boot splash while loading. However,
  141. the image is exported as a PNG file, so :ref:`custom HTML pages <doc_customizing_html5_shell>`
  142. can display it.
  143. .. _doc_exporting_for_web_serving_the_files:
  144. Serving the files
  145. -----------------
  146. Exporting for the web generates several files to be served from a web server,
  147. including a default HTML page for presentation. A custom HTML file can be
  148. used, see :ref:`doc_customizing_html5_shell`.
  149. .. warning::
  150. To ensure low audio latency and the ability to use :ref:`class_Thread` in web exports,
  151. Godot 4 web exports always use
  152. `SharedArrayBuffer <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`__.
  153. This requires a :ref:`secure context <doc_javascript_secure_contexts>`,
  154. while also requiring the following CORS headers to be set when serving the files:
  155. ::
  156. Cross-Origin-Opener-Policy: same-origin
  157. Cross-Origin-Embedder-Policy: require-corp
  158. If you don't control the web server or are unable to add response headers,
  159. use `coi-serviceworker <https://github.com/gzuidhof/coi-serviceworker>`__
  160. as a workaround.
  161. If the client doesn't receive the required response headers,
  162. **the project will not run**.
  163. The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache
  164. servers and can be renamed to e.g. ``index.html`` at any time. Its name is
  165. never depended on by default.
  166. The HTML page draws the game at maximum size within the browser window.
  167. This way, it can be inserted into an ``<iframe>`` with the game's size, as is
  168. common on most web game hosting sites.
  169. The other exported files are served as they are, next to the ``.html`` file,
  170. names unchanged. The ``.wasm`` file is a binary WebAssembly module implementing
  171. the engine. The ``.pck`` file is the Godot main pack containing your game. The
  172. ``.js`` file contains start-up code and is used by the ``.html`` file to access
  173. the engine. The ``.png`` file contains the boot splash image. It is not used in
  174. the default HTML page, but is included for
  175. :ref:`custom HTML pages <doc_customizing_html5_shell>`.
  176. The ``.pck`` file is binary, usually delivered with the MIME-type
  177. :mimetype:`application/octet-stream`. The ``.wasm`` file is delivered as
  178. :mimetype:`application/wasm`.
  179. .. warning::
  180. Delivering the WebAssembly module (``.wasm``) with a MIME-type
  181. other than :mimetype:`application/wasm` can prevent some start-up
  182. optimizations.
  183. Delivering the files with server-side compression is recommended especially for
  184. the ``.pck`` and ``.wasm`` files, which are usually large in size. The
  185. WebAssembly module compresses particularly well, down to around a quarter of its
  186. original size with gzip compression. Consider using Brotli precompression if
  187. supported on your web server for further file size savings.
  188. **Hosts that provide on-the-fly compression:** GitHub Pages (gzip)
  189. **Hosts that don't provide on-the-fly compression:** itch.io, GitLab Pages
  190. (`supports manual gzip precompression <https://webd97.de/post/gitlab-pages-compression/>`__)
  191. .. tip::
  192. The Godot repository includes a
  193. `Python script to host a local web server <https://raw.githubusercontent.com/godotengine/godot/master/platform/web/serve.py>`__.
  194. This script is intended for testing the web editor, but it can also be used to test exported projects.
  195. Save the linked script to a file called ``serve.py``, move this file to the
  196. folder containing the exported project's ``index.html``, then run the
  197. following command in a command prompt within the same folder:
  198. ::
  199. # You may need to replace `python` with `python3` on some platforms.
  200. python serve.py --root .
  201. On Windows, you can open a command prompt in the current folder by holding
  202. :kbd:`Shift` and right-clicking on empty space in Windows Explorer, then
  203. choosing **Open PowerShell window here**.
  204. This will serve the contents of the current folder and open the default web
  205. browser automatically.
  206. Note that for production use cases, this Python-based web server should not
  207. be used. Instead, you should use an established web server such as Apache or
  208. nginx.
  209. Interacting with the browser and JavaScript
  210. -------------------------------------------
  211. See the :ref:`dedicated page <doc_web_javascript_bridge>` on how to interact with JavaScript and access some unique Web browser features.
  212. Environment variables
  213. ---------------------
  214. You can use the following environment variables to set export options outside of
  215. the editor. During the export process, these override the values that you set in
  216. the export menu.
  217. .. list-table:: HTML5 export environment variables
  218. :header-rows: 1
  219. * - Export option
  220. - Environment variable
  221. * - Encryption / Encryption Key
  222. - ``GODOT_SCRIPT_ENCRYPTION_KEY``