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. Godot 4.0 and later can only target WebGL 2.0 (using the Compatibility rendering
  32. method). There is no stable way to run Vulkan applications on the web yet.
  33. See `Can I use WebGL 2.0 <https://caniuse.com/webgl2>`__ for a list of browser
  34. versions supporting WebGL 2.0. Note that Safari has several issues with WebGL
  35. 2.0 support that other browsers don't have, so we recommend using a
  36. Chromium-based browser or Firefox if possible.
  37. .. _doc_javascript_export_options:
  38. Export options
  39. --------------
  40. If a runnable web export template is available, a button appears between the
  41. *Stop scene* and *Play edited Scene* buttons in the editor to quickly open the
  42. game in the default browser for testing.
  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. .. tip:: Check the `list of open HTML5 issues on GitHub
  70. <https://github.com/godotengine/godot/issues?q=is:open+is:issue+label:platform:html5>`__
  71. to see if the functionality you're interested in has an issue yet. If
  72. not, open one to communicate your interest.
  73. Using cookies for data persistence
  74. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  75. Users must **allow cookies** (specifically IndexedDB) if persistence of the
  76. ``user://`` file system is desired. When playing a game presented in an
  77. ``iframe``, **third-party** cookies must also be enabled. Incognito/private
  78. browsing mode also prevents persistence.
  79. The method ``OS.is_userfs_persistent()`` can be used to check if the
  80. ``user://`` file system is persistent, but can give false positives in some
  81. cases.
  82. Background processing
  83. ~~~~~~~~~~~~~~~~~~~~~
  84. The project will be paused by the browser when the tab is no longer the active
  85. tab in the user's browser. This means functions such as ``_process()`` and
  86. ``_physics_process()`` will no longer run until the tab is made active again by
  87. the user (by switching back to the tab). This can cause networked games to
  88. disconnect if the user switches tabs for a long duration.
  89. This limitation does not apply to unfocused browser *windows*. Therefore, on the
  90. user's side, this can be worked around by running the project in a separate
  91. *window* instead of a separate tab.
  92. Full screen and mouse capture
  93. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  94. Browsers do not allow arbitrarily **entering full screen**. The same goes for
  95. **capturing the cursor**. Instead, these actions have to occur as a response to
  96. a JavaScript input event. In Godot, this means entering full screen from within
  97. a pressed input event callback such as ``_input`` or ``_unhandled_input``.
  98. Querying the :ref:`class_Input` singleton is not sufficient, the relevant
  99. input event must currently be active.
  100. For the same reason, the full screen project setting doesn't work unless the
  101. engine is started from within a valid input event handler. This requires
  102. :ref:`customization of the HTML page <doc_customizing_html5_shell>`.
  103. Audio
  104. ~~~~~
  105. Chrome restricts how websites may play audio. It may be necessary for the
  106. player to click or tap or press a key to enable audio.
  107. .. seealso:: Google offers additional information about their `Web Audio autoplay
  108. policies <https://sites.google.com/a/chromium.org/dev/audio-video/autoplay>`__.
  109. .. warning:: Access to microphone requires a
  110. :ref:`secure context <doc_javascript_secure_contexts>`.
  111. Networking
  112. ~~~~~~~~~~
  113. Low level networking is not implemented due to lacking support in browsers.
  114. Currently, only :ref:`HTTP client <doc_http_client_class>`,
  115. :ref:`HTTP requests <doc_http_request_class>`,
  116. :ref:`WebSocket (client) <doc_websocket>` and :ref:`WebRTC <doc_webrtc>` are
  117. supported.
  118. The HTTP classes also have several restrictions on the HTML5 platform:
  119. - Accessing or changing the ``StreamPeer`` is not possible
  120. - Threaded/Blocking mode is not available
  121. - Cannot progress more than once per frame, so polling in a loop will freeze
  122. - No chunked responses
  123. - Host verification cannot be disabled
  124. - Subject to `same-origin policy <https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy>`__
  125. Clipboard
  126. ~~~~~~~~~
  127. Clipboard synchronization between engine and the operating system requires a
  128. browser supporting the `Clipboard API <https://developer.mozilla.org/en-US/docs/Web/API/Clipboard_API>`__,
  129. additionally, due to the API asynchronous nature might not be reliable when
  130. accessed from GDScript.
  131. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  132. Gamepads
  133. ~~~~~~~~
  134. Gamepads will not be detected until one of their button is pressed. Gamepads
  135. might have the wrong mapping depending on the browser/OS/gamepad combination,
  136. sadly the `Gamepad API <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API>`__
  137. does not provide a reliable way to detect the gamepad information necessary
  138. to remap them based on model/vendor/OS due to privacy considerations.
  139. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  140. Boot splash is not displayed
  141. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  142. The default HTML page does not display the boot splash while loading. However,
  143. the image is exported as a PNG file, so :ref:`custom HTML pages <doc_customizing_html5_shell>`
  144. can display it.
  145. Serving the files
  146. -----------------
  147. Exporting for the web generates several files to be served from a web server,
  148. including a default HTML page for presentation. A custom HTML file can be
  149. used, see :ref:`doc_customizing_html5_shell`.
  150. The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache
  151. servers and can be renamed to e.g. ``index.html`` at any time, its name is
  152. never depended on by default.
  153. The HTML page draws the game at maximum size within the browser window.
  154. This way it can be inserted into an ``<iframe>`` with the game's size, as is
  155. common on most web game hosting sites.
  156. The other exported files are served as they are, next to the ``.html`` file,
  157. names unchanged. The ``.wasm`` file is a binary WebAssembly module implementing
  158. the engine. The ``.pck`` file is the Godot main pack containing your game. The
  159. ``.js`` file contains start-up code and is used by the ``.html`` file to access
  160. the engine. The ``.png`` file contains the boot splash image. It is not used in
  161. the default HTML page, but is included for
  162. :ref:`custom HTML pages <doc_customizing_html5_shell>`.
  163. The ``.pck`` file is binary, usually delivered with the MIME-type
  164. :mimetype:`application/octet-stream`. The ``.wasm`` file is delivered as
  165. :mimetype:`application/wasm`.
  166. .. caution:: Delivering the WebAssembly module (``.wasm``) with a MIME-type
  167. other than :mimetype:`application/wasm` can prevent some start-up
  168. optimizations.
  169. Delivering the files with server-side compression is recommended especially for
  170. the ``.pck`` and ``.wasm`` files, which are usually large in size.
  171. The WebAssembly module compresses particularly well, down to around a quarter
  172. of its original size with gzip compression.
  173. **Hosts that provide on-the-fly compression:** GitHub Pages (gzip)
  174. **Hosts that don't provide on-the-fly compression:** itch.io, GitLab Pages
  175. (`supports manual gzip precompression <https://webd97.de/post/gitlab-pages-compression/>`__)
  176. .. tip::
  177. The Godot repository includes a
  178. `Python script to host a local web server <https://raw.githubusercontent.com/godotengine/godot/master/platform/web/serve.py>`__.
  179. This script is intended for testing the web editor, but it can also be used to test exported projects.
  180. Save the linked script to a file called ``serve.py``, move this file to the
  181. folder containing the exported project's ``index.html``, then run the
  182. following command in a command prompt within the same folder:
  183. ::
  184. # You may need to replace `python` with `python3` on some platforms.
  185. python serve.py --root .
  186. On Windows, you can open a command prompt in the current folder by holding
  187. :kbd:`Shift` and right-clicking on empty space in Windows Explorer, then
  188. choosing **Open PowerShell window here**.
  189. This will serve the contents of the current folder and open the default web
  190. browser automatically.
  191. Note that for production use cases, this Python-based web server should not
  192. be used. Instead, you should use an established web server such as Apache or
  193. nginx.
  194. .. _doc_javascript_eval:
  195. Calling JavaScript from script
  196. ------------------------------
  197. In web builds, the ``JavaScriptBridge`` singleton is implemented. It offers a single
  198. method called ``eval`` that works similarly to the JavaScript function of the
  199. same name. It takes a string as an argument and executes it as JavaScript code.
  200. This allows interacting with the browser in ways not possible with script
  201. languages integrated into Godot.
  202. .. tabs::
  203. .. code-tab:: gdscript
  204. func my_func():
  205. JavaScriptBridge.eval("alert('Calling JavaScript per GDScript!');")
  206. .. code-tab:: csharp
  207. private void MyFunc()
  208. {
  209. JavaScriptBridge.Eval("alert('Calling JavaScript per C#!');")
  210. }
  211. The value of the last JavaScript statement is converted to a GDScript value and
  212. returned by ``eval()`` under certain circumstances:
  213. * JavaScript ``number`` is returned as :ref:`class_float`
  214. * JavaScript ``boolean`` is returned as :ref:`class_bool`
  215. * JavaScript ``string`` is returned as :ref:`class_String`
  216. * JavaScript ``ArrayBuffer``, ``TypedArray`` and ``DataView`` are returned as :ref:`PackedByteArray<class_PackedByteArray>`
  217. .. tabs::
  218. .. code-tab:: gdscript
  219. func my_func2():
  220. var js_return = JavaScriptBridge.eval("var myNumber = 1; myNumber + 2;")
  221. print(js_return) # prints '3.0'
  222. .. code-tab:: csharp
  223. private void MyFunc2()
  224. {
  225. var jsReturn = JavaScriptBridge.Eval("var myNumber = 1; myNumber + 2;");
  226. GD.Print(jsReturn); // prints '3.0'
  227. }
  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 ``JavaScriptBridge.eval`` will also return
  232. ``null``. The availability of the singleton can be checked with the
  233. ``web`` :ref:`feature tag <doc_feature_tags>`:
  234. .. tabs::
  235. .. code-tab:: gdscript
  236. func my_func3():
  237. if OS.has_feature('web'):
  238. JavaScriptBridge.eval("""
  239. console.log('The JavaScriptBridge singleton is available')
  240. """)
  241. else:
  242. print("The JavaScriptBridge singleton is NOT available")
  243. .. code-tab:: csharp
  244. private void MyFunc3()
  245. {
  246. if (OS.HasFeature("web"))
  247. {
  248. JavaScriptBridge.Eval("console.log('The JavaScriptBridge singleton is available')");
  249. }
  250. else
  251. {
  252. GD.Print("The JavaScriptBridge singleton is NOT available");
  253. }
  254. }
  255. .. tip:: GDScript's multi-line strings, surrounded by 3 quotes ``"""`` as in
  256. ``my_func3()`` above, are useful to keep JavaScript code readable.
  257. The ``eval`` method also accepts a second, optional Boolean argument, which
  258. specifies whether to execute the code in the global execution context,
  259. defaulting to ``false`` to prevent polluting the global namespace:
  260. .. tabs::
  261. .. code-tab:: gdscript
  262. func my_func4():
  263. # execute in global execution context,
  264. # thus adding a new JavaScript global variable `SomeGlobal`
  265. JavaScriptBridge.eval("var SomeGlobal = {};", true)
  266. .. code-tab:: csharp
  267. private void MyFunc4()
  268. {
  269. // execute in global execution context,
  270. // thus adding a new JavaScript global variable `SomeGlobal`
  271. JavaScriptBridge.Eval("var SomeGlobal = {};", true);
  272. }