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. .. important:: Use the browser-integrated developer console, usually opened
  14. with :kbd:`F12`, to view **debug information** like JavaScript,
  15. engine, and WebGL errors.
  16. .. attention:: `There are significant bugs when running HTML5 projects on iOS
  17. <https://github.com/godotengine/godot/issues?q=is:issue+is:open+label:platform:html5+ios>`__
  18. (regardless of the browser). We recommend using
  19. :ref:`iOS' native export functionality <doc_exporting_for_ios>`
  20. instead, as it will also result in better performance.
  21. .. warning:: SharedArrayBuffer requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  22. Browsers also require that the web page is served with specific
  23. `cross-origin isolation headers <https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/Cross-Origin-Embedder-Policy>`__.
  24. .. note::
  25. If you use Linux, due to
  26. `poor Firefox WebGL performance <https://bugzilla.mozilla.org/show_bug.cgi?id=1010527>`__,
  27. it's recommended to play the exported project using a Chromium-based browser
  28. instead of Firefox.
  29. WebGL version
  30. -------------
  31. Depending on your choice of renderer, Godot can target WebGL 1.0 (*GLES2*) or
  32. WebGL 2.0 (*GLES3*).
  33. WebGL 1.0 is the recommended option if you want your project to be supported
  34. on all browsers with the best performance.
  35. Godot's GLES3 renderer targets high end devices, and the performance using
  36. WebGL 2.0 can be subpar. Some features are also not supported in WebGL 2.0
  37. specifically.
  38. Additionally, while most browsers support WebGL 2.0, this is not yet the case
  39. for **Safari**. WebGL 2.0 support is coming in Safari 15 for macOS, and is not
  40. available yet for any **iOS** browser (all WebKit-based like Safari).
  41. See `Can I use WebGL 2.0 <https://caniuse.com/webgl2>`__ for details.
  42. .. _doc_javascript_export_options:
  43. Export options
  44. --------------
  45. If a runnable web export template is available, a button appears between the
  46. *Stop scene* and *Play edited Scene* buttons in the editor to quickly open the
  47. game in the default browser for testing.
  48. If you plan to use :ref:`VRAM compression <doc_importing_images>` make sure that
  49. **Vram Texture Compression** is enabled for the targeted platforms (enabling
  50. both **For Desktop** and **For Mobile** will result in a bigger, but more
  51. compatible export).
  52. If a path to a **Custom HTML shell** file is given, it will be used instead of
  53. the default HTML page. See :ref:`doc_customizing_html5_shell`.
  54. **Head Include** is appended into the ``<head>`` element of the generated
  55. HTML page. This allows to, for example, load webfonts and third-party
  56. JavaScript APIs, include CSS, or run JavaScript code.
  57. .. important:: Each project must generate their own HTML file. On export,
  58. several text placeholders are replaced in the generated HTML
  59. file specifically for the given export options. Any direct
  60. modifications to that HTML file will be lost in future exports.
  61. To customize the generated file, use the **Custom HTML shell**
  62. option.
  63. Limitations
  64. -----------
  65. For security and privacy reasons, many features that work effortlessly on
  66. native platforms are more complicated on the web platform. Following is a list
  67. of limitations you should be aware of when porting a Godot game to the web.
  68. .. _doc_javascript_secure_contexts:
  69. .. important:: Browser vendors are making more and more functionalities only
  70. available in `secure contexts <https://developer.mozilla.org/en-US/docs/Web/Security/Secure_Contexts>`_,
  71. this means that such features are only be available if the web
  72. page is served via a secure HTTPS connection (localhost is
  73. usually exempt from such requirement).
  74. .. tip:: Check the `list of open HTML5 issues on GitHub
  75. <https://github.com/godotengine/godot/issues?q=is:open+is:issue+label:platform:html5>`__
  76. to see if the functionality you're interested in has an issue yet. If
  77. not, open one to communicate your interest.
  78. Using cookies for data persistence
  79. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  80. Users must **allow cookies** (specifically IndexedDB) if persistence of the
  81. ``user://`` file system is desired. When playing a game presented in an
  82. ``iframe``, **third-party** cookies must also be enabled. Incognito/private
  83. browsing mode also prevents persistence.
  84. The method ``OS.is_userfs_persistent()`` can be used to check if the
  85. ``user://`` file system is persistent, but can give false positives in some
  86. cases.
  87. Background processing
  88. ~~~~~~~~~~~~~~~~~~~~~
  89. The project will be paused by the browser when the tab is no longer the active
  90. tab in the user's browser. This means functions such as ``_process()`` and
  91. ``_physics_process()`` will no longer run until the tab is made active again by
  92. the user (by switching back to the tab). This can cause networked games to
  93. disconnect if the user switches tabs for a long duration.
  94. This limitation does not apply to unfocused browser *windows*. Therefore, on the
  95. user's side, this can be worked around by running the project in a separate
  96. *window* instead of a separate tab.
  97. Full screen and mouse capture
  98. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  99. Browsers do not allow arbitrarily **entering full screen**. The same goes for
  100. **capturing the cursor**. Instead, these actions have to occur as a response to
  101. a JavaScript input event. In Godot, this means entering full screen from within
  102. a pressed input event callback such as ``_input`` or ``_unhandled_input``.
  103. Querying the :ref:`class_Input` singleton is not sufficient, the relevant
  104. input event must currently be active.
  105. For the same reason, the full screen project setting doesn't work unless the
  106. engine is started from within a valid input event handler. This requires
  107. :ref:`customization of the HTML page <doc_customizing_html5_shell>`.
  108. Audio
  109. ~~~~~
  110. Chrome restricts how websites may play audio. It may be necessary for the
  111. player to click or tap or press a key to enable audio.
  112. .. seealso:: Google offers additional information about their `Web Audio autoplay
  113. policies <https://sites.google.com/a/chromium.org/dev/audio-video/autoplay>`__.
  114. .. warning:: Access to microphone requires a
  115. :ref:`secure context <doc_javascript_secure_contexts>`.
  116. Networking
  117. ~~~~~~~~~~
  118. Low level networking is not implemented due to lacking support in browsers.
  119. Currently, only :ref:`HTTP client <doc_http_client_class>`,
  120. :ref:`HTTP requests <doc_http_request_class>`,
  121. :ref:`WebSocket (client) <doc_websocket>` and :ref:`WebRTC <doc_webrtc>` are
  122. supported.
  123. The HTTP classes also have several restrictions on the HTML5 platform:
  124. - Accessing or changing the ``StreamPeer`` is not possible
  125. - Threaded/Blocking mode is not available
  126. - Cannot progress more than once per frame, so polling in a loop will freeze
  127. - No chunked responses
  128. - Host verification cannot be disabled
  129. - Subject to `same-origin policy <https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy>`__
  130. Clipboard
  131. ~~~~~~~~~
  132. Clipboard synchronization between engine and the operating system requires a
  133. browser supporting the `Clipboard API <https://developer.mozilla.org/en-US/docs/Web/API/Clipboard_API>`__,
  134. additionally, due to the API asynchronous nature might not be reliable when
  135. accessed from GDScript.
  136. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  137. Gamepads
  138. ~~~~~~~~
  139. Gamepads will not be detected until one of their button is pressed. Gamepads
  140. might have the wrong mapping depending on the browser/OS/gamepad combination,
  141. sadly the `Gamepad API <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API>`__
  142. does not provide a reliable way to detect the gamepad information necessary
  143. to remap them based on model/vendor/OS due to privacy considerations.
  144. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  145. Boot splash is not displayed
  146. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  147. The default HTML page does not display the boot splash while loading. However,
  148. the image is exported as a PNG file, so :ref:`custom HTML pages <doc_customizing_html5_shell>`
  149. can display it.
  150. Shader language limitations
  151. ~~~~~~~~~~~~~~~~~~~~~~~~~~~
  152. When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0
  153. doesn't support dynamic loops, so shaders using those won't work there.
  154. Serving the files
  155. -----------------
  156. Exporting for the web generates several files to be served from a web server,
  157. including a default HTML page for presentation. A custom HTML file can be
  158. used, see :ref:`doc_customizing_html5_shell`.
  159. The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache
  160. servers and can be renamed to e.g. ``index.html`` at any time, its name is
  161. never depended on by default.
  162. The HTML page draws the game at maximum size within the browser window.
  163. This way it can be inserted into an ``<iframe>`` with the game's size, as is
  164. common on most web game hosting sites.
  165. The other exported files are served as they are, next to the ``.html`` file,
  166. names unchanged. The ``.wasm`` file is a binary WebAssembly module implementing
  167. the engine. The ``.pck`` file is the Godot main pack containing your game. The
  168. ``.js`` file contains start-up code and is used by the ``.html`` file to access
  169. the engine. The ``.png`` file contains the boot splash image. It is not used in
  170. the default HTML page, but is included for
  171. :ref:`custom HTML pages <doc_customizing_html5_shell>`.
  172. The ``.pck`` file is binary, usually delivered with the MIME-type
  173. :mimetype:`application/octet-stream`. The ``.wasm`` file is delivered as
  174. :mimetype:`application/wasm`.
  175. .. caution:: Delivering the WebAssembly module (``.wasm``) with a MIME-type
  176. other than :mimetype:`application/wasm` can prevent some start-up
  177. optimizations.
  178. Delivering the files with server-side compression is recommended especially for
  179. the ``.pck`` and ``.wasm`` files, which are usually large in size.
  180. The WebAssembly module compresses particularly well, down to around a quarter
  181. of its original size with gzip compression.
  182. **Hosts that provide on-the-fly compression:** GitHub Pages (gzip)
  183. **Hosts that don't provide on-the-fly compression:** itch.io, GitLab Pages
  184. (`supports manual gzip precompression <https://webd97.de/post/gitlab-pages-compression/>`__)
  185. .. tip::
  186. The Godot repository includes a
  187. `Python script to host a local web server <https://raw.githubusercontent.com/godotengine/godot/master/platform/web/serve.py>`__.
  188. This script is intended for testing the web editor, but it can also be used to test exported projects.
  189. Save the linked script to a file called ``serve.py``, move this file to the
  190. folder containing the exported project's ``index.html``, then run the
  191. following command in a command prompt within the same folder:
  192. ::
  193. # You may need to replace `python` with `python3` on some platforms.
  194. python serve.py --root .
  195. On Windows, you can open a command prompt in the current folder by holding
  196. :kbd:`Shift` and right-clicking on empty space in Windows Explorer, then
  197. choosing **Open PowerShell window here**.
  198. This will serve the contents of the current folder and open the default web
  199. browser automatically.
  200. Note that for production use cases, this Python-based web server should not
  201. be used. Instead, you should use an established web server such as Apache or
  202. nginx.
  203. .. _doc_javascript_eval:
  204. Calling JavaScript from script
  205. ------------------------------
  206. In web builds, the ``JavaScriptBridge`` singleton is implemented. It offers a single
  207. method called ``eval`` that works similarly to the JavaScript function of the
  208. same name. It takes a string as an argument and executes it as JavaScript code.
  209. This allows interacting with the browser in ways not possible with script
  210. languages integrated into Godot.
  211. .. tabs::
  212. .. code-tab:: gdscript
  213. func my_func():
  214. JavaScriptBridge.eval("alert('Calling JavaScript per GDScript!');")
  215. .. code-tab:: csharp
  216. private void MyFunc()
  217. {
  218. JavaScriptBridge.Eval("alert('Calling JavaScript per C#!');")
  219. }
  220. The value of the last JavaScript statement is converted to a GDScript value and
  221. returned by ``eval()`` under certain circumstances:
  222. * JavaScript ``number`` is returned as :ref:`class_float`
  223. * JavaScript ``boolean`` is returned as :ref:`class_bool`
  224. * JavaScript ``string`` is returned as :ref:`class_String`
  225. * JavaScript ``ArrayBuffer``, ``TypedArray`` and ``DataView`` are returned as :ref:`PackedByteArray<class_PackedByteArray>`
  226. .. tabs::
  227. .. code-tab:: gdscript
  228. func my_func2():
  229. var js_return = JavaScriptBridge.eval("var myNumber = 1; myNumber + 2;")
  230. print(js_return) # prints '3.0'
  231. .. code-tab:: csharp
  232. private void MyFunc2()
  233. {
  234. var jsReturn = JavaScriptBridge.Eval("var myNumber = 1; myNumber + 2;");
  235. GD.Print(jsReturn); // prints '3.0'
  236. }
  237. Any other JavaScript value is returned as ``null``.
  238. HTML5 export templates may be :ref:`built <doc_compiling_for_web>` without
  239. support for the singleton to improve security. With such templates, and on
  240. platforms other than HTML5, calling ``JavaScriptBridge.eval`` will also return
  241. ``null``. The availability of the singleton can be checked with the
  242. ``web`` :ref:`feature tag <doc_feature_tags>`:
  243. .. tabs::
  244. .. code-tab:: gdscript
  245. func my_func3():
  246. if OS.has_feature('web'):
  247. JavaScriptBridge.eval("""
  248. console.log('The JavaScriptBridge singleton is available')
  249. """)
  250. else:
  251. print("The JavaScriptBridge singleton is NOT available")
  252. .. code-tab:: csharp
  253. private void MyFunc3()
  254. {
  255. if (OS.HasFeature("web"))
  256. {
  257. JavaScriptBridge.Eval("console.log('The JavaScriptBridge singleton is available')");
  258. }
  259. else
  260. {
  261. GD.Print("The JavaScriptBridge singleton is NOT available");
  262. }
  263. }
  264. .. tip:: GDScript's multi-line strings, surrounded by 3 quotes ``"""`` as in
  265. ``my_func3()`` above, are useful to keep JavaScript code readable.
  266. The ``eval`` method also accepts a second, optional Boolean argument, which
  267. specifies whether to execute the code in the global execution context,
  268. defaulting to ``false`` to prevent polluting the global namespace:
  269. .. tabs::
  270. .. code-tab:: gdscript
  271. func my_func4():
  272. # execute in global execution context,
  273. # thus adding a new JavaScript global variable `SomeGlobal`
  274. JavaScriptBridge.eval("var SomeGlobal = {};", true)
  275. .. code-tab:: csharp
  276. private void MyFunc4()
  277. {
  278. // execute in global execution context,
  279. // thus adding a new JavaScript global variable `SomeGlobal`
  280. JavaScriptBridge.Eval("var SomeGlobal = {};", true);
  281. }