exporting_for_web.rst 13 KB

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  1. .. _doc_exporting_for_web:
  2. Exporting for the Web
  3. =====================
  4. HTML5 export allows publishing games made in Godot Engine to the browser.
  5. This requires support for `WebAssembly
  6. <https://webassembly.org/>`__ and `WebGL <https://www.khronos.org/webgl/>`__
  7. in the user's browser.
  8. .. important:: Use the browser-integrated developer console, usually opened
  9. with :kbd:`F12`, to view **debug information** like JavaScript,
  10. engine, and WebGL errors.
  11. .. attention:: `There are significant bugs when running HTML5 projects on iOS <https://github.com/godotengine/godot/issues?q=is:issue+is:open+label:platform:html5+ios>`__
  12. (regardless of the browser). We recommend using
  13. :ref:`iOS' native export functionality <doc_exporting_for_ios>`
  14. instead, as it will also result in better performance.
  15. .. note::
  16. If you use Linux, due to
  17. `poor Firefox WebGL performance <https://bugzilla.mozilla.org/show_bug.cgi?id=1010527>`__,
  18. it's recommended to play the exported project using a Chromium-based browser
  19. instead of Firefox.
  20. WebGL 2
  21. -------
  22. Until the *OpenGL ES 3* renderer is removed from Godot in favor of *Vulkan*,
  23. HTML5 export uses *WebGL 2* when the *GLES3* option is selected.
  24. .. warning:: Using WebGL 2 is not recommended due to its expected removal
  25. from Godot without replacement.
  26. WebGL 2 is not supported in all browsers. **Firefox** and
  27. **Chromium** (Chrome, Opera) are the most popular supported browsers,
  28. **Safari** and **Edge** do not work. On **iOS**, all browsers are based on
  29. WebKit (i.e. Safari), so they will also not work.
  30. Godot's WebGL 2 renderer has issues with 3D and is no longer maintained.
  31. .. _doc_javascript_export_options:
  32. Export options
  33. --------------
  34. If a runnable web export template is available, a button appears between the
  35. *Stop scene* and *Play edited Scene* buttons in the editor to quickly open the
  36. game in the default browser for testing.
  37. You can choose the **Export Type** to select which features will be available:
  38. - *Regular*: is the most compatible across browsers, will not support threads, nor GDNative.
  39. - *Threads*: will require the browser to support `SharedArrayBuffer <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`__
  40. - *GDNative*: enables GDNative support but makes the binary bigger and slower to load.
  41. If you plan to use :ref:`VRAM compression <doc_import_images>` make sure that
  42. **Vram Texture Compression** is enabled for the targeted platforms (enabling
  43. both **For Desktop** and **For Mobile** will result in a bigger, but more
  44. compatible export).
  45. If a path to a **Custom HTML shell** file is given, it will be used instead of
  46. the default HTML page. See :ref:`doc_customizing_html5_shell`.
  47. **Head Include** is appended into the ``<head>`` element of the generated
  48. HTML page. This allows to, for example, load webfonts and third-party
  49. JavaScript APIs, include CSS, or run JavaScript code.
  50. .. important:: Each project must generate their own HTML file. On export,
  51. several text placeholders are replaced in the generated HTML
  52. file specifically for the given export options. Any direct
  53. modifications to that HTML file will be lost in future exports.
  54. To customize the generated file, use the **Custom HTML shell**
  55. option.
  56. .. warning:: **Export types** other then *Regular* are not yet supported by the
  57. C# version.
  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. Threads
  83. ~~~~~~~
  84. As mentioned :ref:`above <doc_javascript_export_options>` multi-threading is
  85. only available if the appropriate **Export Type** is set and support for it
  86. across browsers is still limited.
  87. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  88. Browsers are also starting to require that the web page is served with specific
  89. `cross-origin isolation headers <https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/Cross-Origin-Embedder-Policy>`__.
  90. GDNative
  91. ~~~~~~~~
  92. As mentioned :ref:`above <doc_javascript_export_options>` GDNative is only
  93. available if the appropriate **Export Type** is set.
  94. The export will also copy the required GDNative ``.wasm`` files to the output
  95. folder (and must be uploaded to your server along with your game).
  96. Full screen and mouse capture
  97. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  98. Browsers do not allow arbitrarily **entering full screen**. The same goes for
  99. **capturing the cursor**. Instead, these actions have to occur as a response to
  100. a JavaScript input event. In Godot, this means entering full screen from within
  101. a pressed input event callback such as ``_input`` or ``_unhandled_input``.
  102. Querying the :ref:`class_Input` singleton is not sufficient, the relevant
  103. input event must currently be active.
  104. For the same reason, the full screen project setting doesn't work unless the
  105. engine is started from within a valid input event handler. This requires
  106. :ref:`customization of the HTML page <doc_customizing_html5_shell>`.
  107. Audio
  108. ~~~~~
  109. Chrome restricts how websites may play audio. It may be necessary for the
  110. player to click or tap or press a key to enable audio.
  111. .. seealso:: Google offers additional information about their `Web Audio autoplay
  112. policies <https://sites.google.com/a/chromium.org/dev/audio-video/autoplay>`__.
  113. .. warning:: Access to microphone requires a
  114. :ref:`secure context <doc_javascript_secure_contexts>`.
  115. Networking
  116. ~~~~~~~~~~
  117. Low level networking is not implemented due to lacking support in browsers.
  118. Currently, only :ref:`HTTP client <doc_http_client_class>`,
  119. :ref:`HTTP requests <doc_http_request_class>`,
  120. :ref:`WebSocket (client) <doc_websocket>` and :ref:`WebRTC <doc_webrtc>` are
  121. supported.
  122. The HTTP classes also have several restrictions on the HTML5 platform:
  123. - Accessing or changing the ``StreamPeer`` is not possible
  124. - Threaded/Blocking mode is not available
  125. - Cannot progress more than once per frame, so polling in a loop will freeze
  126. - No chunked responses
  127. - Host verification cannot be disabled
  128. - Subject to `same-origin policy <https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy>`__
  129. Clipboard
  130. ~~~~~~~~~
  131. Clipboard synchronization between engine and the operating system requires a
  132. browser supporting the `Clipboard API <https://developer.mozilla.org/en-US/docs/Web/API/Clipboard_API>`__,
  133. additionally, due to the API asynchronous nature might not be reliable when
  134. accessed from GDScript.
  135. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  136. Gamepads
  137. ~~~~~~~~
  138. Gamepads will not be detected until one of their button is pressed. Gamepads
  139. might have the wrong mapping depending on the browser/OS/gamepad combination,
  140. sadly the `Gamepad API <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API>`__
  141. does not provide a reliable way to detect the gamepad information necessary
  142. to remap them based on model/vendor/OS due to privacy considerations.
  143. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  144. Boot splash is not displayed
  145. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  146. The default HTML page does not display the boot splash while loading. However,
  147. the image is exported as a PNG file, so :ref:`custom HTML pages <doc_customizing_html5_shell>`
  148. can display it.
  149. Shader language limitations
  150. ~~~~~~~~~~~~~~~~~~~~~~~~~~~
  151. When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0
  152. doesn't support dynamic loops, so shaders using those won't work there.
  153. Serving the files
  154. -----------------
  155. Exporting for the web generates several files to be served from a web server,
  156. including a default HTML page for presentation. A custom HTML file can be
  157. used, see :ref:`doc_customizing_html5_shell`.
  158. The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache
  159. servers and can be renamed to e.g. ``index.html`` at any time, its name is
  160. never depended on by default.
  161. The HTML page draws the game at maximum size within the browser window.
  162. This way it can be inserted into an ``<iframe>`` with the game's size, as is
  163. common on most web game hosting sites.
  164. The other exported files are served as they are, next to the ``.html`` file,
  165. names unchanged. The ``.wasm`` file is a binary WebAssembly module implementing
  166. the engine. The ``.pck`` file is the Godot main pack containing your game. The
  167. ``.js`` file contains start-up code and is used by the ``.html`` file to access
  168. the engine. The ``.png`` file contains the boot splash image. It is not used in
  169. the default HTML page, but is included for
  170. :ref:`custom HTML pages <doc_customizing_html5_shell>`.
  171. The ``.pck`` file is binary, usually delivered with the MIME-type
  172. :mimetype:`application/octet-stream`. The ``.wasm`` file is delivered as
  173. :mimetype:`application/wasm`.
  174. .. caution:: Delivering the WebAssembly module (``.wasm``) with a MIME-type
  175. other than :mimetype:`application/wasm` can prevent some start-up
  176. optimizations.
  177. Delivering the files with server-side compression is recommended especially for
  178. the ``.pck`` and ``.wasm`` files, which are usually large in size.
  179. The WebAssembly module compresses particularly well, down to around a quarter
  180. of its original size with gzip compression.
  181. **Hosts that provide on-the-fly compression:** GitHub Pages (gzip)
  182. **Hosts that don't provide on-the-fly compression:** itch.io, GitLab Pages
  183. (`supports manual gzip precompression <https://webd97.de/post/gitlab-pages-compression/>`__)
  184. .. _doc_javascript_eval:
  185. Calling JavaScript from script
  186. ------------------------------
  187. In web builds, the ``JavaScript`` singleton is implemented. It offers a single
  188. method called ``eval`` that works similarly to the JavaScript function of the
  189. same name. It takes a string as an argument and executes it as JavaScript code.
  190. This allows interacting with the browser in ways not possible with script
  191. languages integrated into Godot.
  192. ::
  193. func my_func():
  194. JavaScript.eval("alert('Calling JavaScript per GDScript!');")
  195. The value of the last JavaScript statement is converted to a GDScript value and
  196. returned by ``eval()`` under certain circumstances:
  197. * JavaScript ``number`` is returned as GDScript :ref:`class_float`
  198. * JavaScript ``boolean`` is returned as GDScript :ref:`class_bool`
  199. * JavaScript ``string`` is returned as GDScript :ref:`class_String`
  200. * JavaScript ``ArrayBuffer``, ``TypedArray`` and ``DataView`` are returned as
  201. GDScript :ref:`PackedByteArray<class_PackedByteArray>`
  202. ::
  203. func my_func2():
  204. var js_return = JavaScript.eval("var myNumber = 1; myNumber + 2;")
  205. print(js_return) # prints '3.0'
  206. Any other JavaScript value is returned as ``null``.
  207. HTML5 export templates may be :ref:`built <doc_compiling_for_web>` without
  208. support for the singleton to improve security. With such templates, and on
  209. platforms other than HTML5, calling ``JavaScript.eval`` will also return
  210. ``null``. The availability of the singleton can be checked with the
  211. ``JavaScript`` :ref:`feature tag <doc_feature_tags>`::
  212. func my_func3():
  213. if OS.has_feature('JavaScript'):
  214. JavaScript.eval("""
  215. console.log('The JavaScript singleton is available')
  216. """)
  217. else:
  218. print("The JavaScript singleton is NOT available")
  219. .. tip:: GDScript's multi-line strings, surrounded by 3 quotes ``"""`` as in
  220. ``my_func3()`` above, are useful to keep JavaScript code readable.
  221. The ``eval`` method also accepts a second, optional Boolean argument, which
  222. specifies whether to execute the code in the global execution context,
  223. defaulting to ``false`` to prevent polluting the global namespace::
  224. func my_func4():
  225. # execute in global execution context,
  226. # thus adding a new JavaScript global variable `SomeGlobal`
  227. JavaScript.eval("var SomeGlobal = {};", true)