exporting_for_web.rst 17 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/>`__ and `WebGL 2.0 <https://www.khronos.org/webgl/>`__
  11. in the user's browser.
  12. .. attention::
  13. Projects written in C# using Godot 4 currently cannot be exported to the
  14. web. To use C# on web platforms, use Godot 3 instead.
  15. .. tip::
  16. Use the browser-integrated developer console, usually opened
  17. with :kbd:`F12` (:kbd:`Cmd + Option + I` on macOS), to view
  18. **debug information** like JavaScript, engine, and WebGL errors.
  19. .. seealso::
  20. See the
  21. `list of open issues on GitHub related to the web export <https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aplatform%3Aweb>`__
  22. for a list of known bugs.
  23. Export file name
  24. ----------------
  25. We suggest users to export their Web projects with ``index.html`` as the file name.
  26. ``index.html`` is usually the default file loaded by web servers when accessing the
  27. parent directory, usually hiding the name of that file.
  28. .. attention::
  29. The Godot 4 Web export expects some files to be named the same name as the one set in the
  30. initial export. Some issues could occur if some exported files are renamed, including the
  31. main HTML file.
  32. WebGL version
  33. -------------
  34. Godot 4.0 and later can only target WebGL 2.0 (using the Compatibility rendering
  35. method). Forward+/Mobile are not supported on the web platform, as these
  36. rendering methods are designed around modern low-level graphics APIs. Godot
  37. currently does not support WebGPU, which is a prerequisite for allowing
  38. Forward+/Mobile to run on the web platform.
  39. See `Can I use WebGL 2.0 <https://caniuse.com/webgl2>`__ for a list of browser
  40. versions supporting WebGL 2.0. Note that Safari has several issues with WebGL
  41. 2.0 support that other browsers don't have, so we recommend using a
  42. Chromium-based browser or Firefox if possible.
  43. .. _doc_exporting_for_web_audio_playback:
  44. Audio playback
  45. --------------
  46. Since Godot 4.3, audio playback is done using the Web Audio API on the web
  47. platform. This **Sample** playback mode allows for low latency even when the
  48. project is exported without thread support, but it has several limitations:
  49. - AudioEffects are not supported.
  50. - :ref:`Reverberation and doppler <doc_audio_streams_reverb_buses>` effects are not supported.
  51. - Procedural audio generation is not supported.
  52. - Positional audio may not always work correctly depending on the node's properties.
  53. To use Godot's own audio playback system on the web platform, you can change the
  54. default playback mode using the **Audio > General > Default Playback Type.web**
  55. project setting, or change the **Playback Type** property to **Stream** on an
  56. :ref:`class_AudioStreamPlayer`, :ref:`class_AudioStreamPlayer2D` or
  57. :ref:`class_AudioStreamPlayer3D` node. This leads to increased latency
  58. (especially when thread support is disabled), but it allows the full suite
  59. of Godot's audio features to work.
  60. .. _doc_javascript_export_options:
  61. Export options
  62. --------------
  63. If a runnable web export template is available, a button appears between the
  64. *Stop scene* and *Play edited Scene* buttons in the editor to quickly open the
  65. game in the default browser for testing.
  66. If your project uses GDExtension **Extension Support** needs to be enabled.
  67. If you plan to use :ref:`VRAM compression <doc_importing_images>` make sure that
  68. **VRAM Texture Compression** is enabled for the targeted platforms (enabling
  69. both **For Desktop** and **For Mobile** will result in a bigger, but more
  70. compatible export).
  71. If a path to a **Custom HTML shell** file is given, it will be used instead of
  72. the default HTML page. See :ref:`doc_customizing_html5_shell`.
  73. **Head Include** is appended into the ``<head>`` element of the generated
  74. HTML page. This allows to, for example, load webfonts and third-party
  75. JavaScript APIs, include CSS, or run JavaScript code.
  76. .. important:: Each project must generate their own HTML file. On export,
  77. several text placeholders are replaced in the generated HTML
  78. file specifically for the given export options. Any direct
  79. modifications to that HTML file will be lost in future exports.
  80. To customize the generated file, use the **Custom HTML shell**
  81. option.
  82. .. _doc_exporting_for_web_thread_extension_support:
  83. Thread and extension support
  84. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  85. If **Thread Support** is enabled, the exported project will be able to
  86. :ref:`make use of multithreading <doc_using_multiple_threads>` to improve
  87. performance. This also allows for low-latency audio playback
  88. when the playback type is set to **Stream** (instead of the default **Sample**
  89. that is used in web exports). Enabling this feature requires the use of
  90. cross-origin isolation headers, which are described in the
  91. :ref:`doc_exporting_for_web_serving_the_files` section below.
  92. If **Extensions Support** is enabled, :ref:`GDExtensions <doc_what_is_gdextension>`
  93. will be able to be loaded. Note that GDExtensions still need to be specifically
  94. compiled for the web platform to work. Like thread support, enabling this feature
  95. requires the use of cross-origin isolation headers.
  96. Exporting as a Progressive Web App (PWA)
  97. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  98. If **Progressive Web App > Enable** is enabled, it will have several effects:
  99. - Configure high-resolution icons, a display mode and screen orientation. These
  100. are configured at the end of the Progressive Web App section in the export
  101. options. These options are used if the user adds the project to their device's
  102. homescreen, which is common on mobile platforms. This is also supported on
  103. desktop platforms, albeit in a more limited capacity.
  104. - Allow the project to be loaded without an Internet connection if it has been
  105. loaded at least once beforehand. This works thanks to the *service worker*
  106. that is installed when the project is first loaded in the user's browser. This
  107. service worker provides a local fallback when no Internet connection is
  108. available.
  109. - Note that web browsers can choose to evict the cached data if the user runs
  110. low on disk space, or if the user hasn't opened the project for a while.
  111. To ensure data is cached for a longer duration, the user can bookmark the page,
  112. or ideally add it to their device's home screen.
  113. - If the offline data is not available because it was evicted from the cache,
  114. you can configure an **Offline Page** that will be displayed in this case.
  115. The page must be in HTML format and will be saved on the client's machine
  116. the first time the project is loaded.
  117. - Ensure cross-origin isolation headers are always present, even if the web
  118. server hasn't been configured to send them. This allows exports with threads
  119. enabled to work when hosted on any website, even if there is no way for you to
  120. control the headers it sends.
  121. - This behavior can be disabled by unchecking **Enable Cross Origin Isolation Headers**
  122. in the Progressive Web App section.
  123. Limitations
  124. -----------
  125. For security and privacy reasons, many features that work effortlessly on
  126. native platforms are more complicated on the web platform. Following is a list
  127. of limitations you should be aware of when porting a Godot game to the web.
  128. .. _doc_javascript_secure_contexts:
  129. .. important:: Browser vendors are making more and more functionalities only
  130. available in `secure contexts <https://developer.mozilla.org/en-US/docs/Web/Security/Secure_Contexts>`_,
  131. this means that such features are only be available if the web
  132. page is served via a secure HTTPS connection (localhost is
  133. usually exempt from such requirement).
  134. Using cookies for data persistence
  135. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  136. Users must **allow cookies** (specifically IndexedDB) if persistence of the
  137. ``user://`` file system is desired. When playing a game presented in an
  138. ``iframe``, **third-party** cookies must also be enabled. Incognito/private
  139. browsing mode also prevents persistence.
  140. The method ``OS.is_userfs_persistent()`` can be used to check if the
  141. ``user://`` file system is persistent, but can give false positives in some
  142. cases.
  143. Background processing
  144. ~~~~~~~~~~~~~~~~~~~~~
  145. The project will be paused by the browser when the tab is no longer the active
  146. tab in the user's browser. This means functions such as ``_process()`` and
  147. ``_physics_process()`` will no longer run until the tab is made active again by
  148. the user (by switching back to the tab). This can cause networked games to
  149. disconnect if the user switches tabs for a long duration.
  150. This limitation does not apply to unfocused browser *windows*. Therefore, on the
  151. user's side, this can be worked around by running the project in a separate
  152. *window* instead of a separate tab.
  153. Full screen and mouse capture
  154. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  155. Browsers do not allow arbitrarily **entering full screen**. The same goes for
  156. **capturing the cursor**. Instead, these actions have to occur as a response to
  157. a JavaScript input event. In Godot, this means entering full screen from within
  158. a pressed input event callback such as ``_input`` or ``_unhandled_input``.
  159. Querying the :ref:`class_Input` singleton is not sufficient, the relevant
  160. input event must currently be active.
  161. For the same reason, the full screen project setting doesn't work unless the
  162. engine is started from within a valid input event handler. This requires
  163. :ref:`customization of the HTML page <doc_customizing_html5_shell>`.
  164. Audio
  165. ~~~~~
  166. Some browsers restrict autoplay for audio on websites. The easiest way around this limitation is to request the
  167. 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.
  168. .. seealso:: Google offers additional information about their `Web Audio autoplay
  169. policies <https://sites.google.com/a/chromium.org/dev/audio-video/autoplay>`__.
  170. Apple's Safari team also posted additional information about their `Auto-Play Policy Changes for macOS
  171. <https://webkit.org/blog/7734/auto-play-policy-changes-for-macos/>`__.
  172. .. warning:: Access to microphone requires a
  173. :ref:`secure context <doc_javascript_secure_contexts>`.
  174. Networking
  175. ~~~~~~~~~~
  176. .. UPDATE: Not implemented. When low-level networking is implemented, remove
  177. .. this paragraph.
  178. Low-level networking is not implemented due to lacking support in browsers.
  179. Currently, only :ref:`HTTP client <doc_http_client_class>`,
  180. :ref:`HTTP requests <doc_http_request_class>`,
  181. :ref:`WebSocket (client) <doc_websocket>` and :ref:`WebRTC <doc_webrtc>` are
  182. supported.
  183. The HTTP classes also have several restrictions on the HTML5 platform:
  184. - Accessing or changing the ``StreamPeer`` is not possible
  185. - Threaded/Blocking mode is not available
  186. - Cannot progress more than once per frame, so polling in a loop will freeze
  187. - No chunked responses
  188. - Host verification cannot be disabled
  189. - Subject to `same-origin policy <https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy>`__
  190. Clipboard
  191. ~~~~~~~~~
  192. Clipboard synchronization between engine and the operating system requires a
  193. browser supporting the `Clipboard API <https://developer.mozilla.org/en-US/docs/Web/API/Clipboard_API>`__,
  194. additionally, due to the API asynchronous nature might not be reliable when
  195. accessed from GDScript.
  196. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  197. Gamepads
  198. ~~~~~~~~
  199. Gamepads will not be detected until one of their button is pressed. Gamepads
  200. might have the wrong mapping depending on the browser/OS/gamepad combination,
  201. sadly the `Gamepad API <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API>`__
  202. does not provide a reliable way to detect the gamepad information necessary
  203. to remap them based on model/vendor/OS due to privacy considerations.
  204. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  205. Boot splash is not displayed
  206. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  207. The default HTML page does not display the boot splash while loading. However,
  208. the image is exported as a PNG file, so :ref:`custom HTML pages <doc_customizing_html5_shell>`
  209. can display it.
  210. .. _doc_exporting_for_web_serving_the_files:
  211. Serving the files
  212. -----------------
  213. Exporting for the web generates several files to be served from a web server,
  214. including a default HTML page for presentation. A custom HTML file can be
  215. used, see :ref:`doc_customizing_html5_shell`.
  216. .. warning::
  217. If either :ref:`thread support or extension support <doc_exporting_for_web_thread_extension_support>`
  218. are enabled, the exported project will require
  219. `SharedArrayBuffer <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`__.
  220. This requires a :ref:`secure context <doc_javascript_secure_contexts>`,
  221. while also requiring the following CORS headers to be set when serving the files:
  222. ::
  223. Cross-Origin-Opener-Policy: same-origin
  224. Cross-Origin-Embedder-Policy: require-corp
  225. If you don't control the web server or are unable to add response headers,
  226. check **Progressive Web App > Enable** in the export options. This applies
  227. a service worker-based workaround that allows the project to run by
  228. simulating the presence of these response headers. A secure context
  229. is still required in this case.
  230. If the client doesn't receive the required response headers or the service
  231. worker-based workaround is not applied, **the project will not run**.
  232. The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache
  233. servers and can be renamed to e.g. ``index.html`` at any time. Its name is
  234. never depended on by default.
  235. The HTML page draws the game at maximum size within the browser window.
  236. This way, it can be inserted into an ``<iframe>`` with the game's size, as is
  237. common on most web game hosting sites.
  238. The other exported files are served as they are, next to the ``.html`` file,
  239. names unchanged. The ``.wasm`` file is a binary WebAssembly module implementing
  240. the engine. The ``.pck`` file is the Godot main pack containing your game. The
  241. ``.js`` file contains start-up code and is used by the ``.html`` file to access
  242. the engine. The ``.png`` file contains the boot splash image. It is not used in
  243. the default HTML page, but is included for
  244. :ref:`custom HTML pages <doc_customizing_html5_shell>`.
  245. The ``.pck`` file is binary, usually delivered with the MIME-type
  246. :mimetype:`application/octet-stream`. The ``.wasm`` file is delivered as
  247. :mimetype:`application/wasm`.
  248. .. warning::
  249. Delivering the WebAssembly module (``.wasm``) with a MIME-type
  250. other than :mimetype:`application/wasm` can prevent some start-up
  251. optimizations.
  252. Delivering the files with server-side compression is recommended especially for
  253. the ``.pck`` and ``.wasm`` files, which are usually large in size. The
  254. WebAssembly module compresses particularly well, down to around a quarter of its
  255. original size with gzip compression. Consider using Brotli precompression if
  256. supported on your web server for further file size savings.
  257. **Hosts that provide on-the-fly compression:** GitHub Pages (gzip)
  258. **Hosts that don't provide on-the-fly compression:** itch.io, GitLab Pages
  259. (`supports manual gzip precompression <https://webd97.de/post/gitlab-pages-compression/>`__)
  260. .. tip::
  261. The Godot repository includes a
  262. `Python script to host a local web server <https://raw.githubusercontent.com/godotengine/godot/master/platform/web/serve.py>`__.
  263. This script is intended for testing the web editor, but it can also be used to test exported projects.
  264. Save the linked script to a file called ``serve.py``, move this file to the
  265. folder containing the exported project's ``index.html``, then run the
  266. following command in a command prompt within the same folder:
  267. ::
  268. # You may need to replace `python` with `python3` on some platforms.
  269. python serve.py --root .
  270. On Windows, you can open a command prompt in the current folder by holding
  271. :kbd:`Shift` and right-clicking on empty space in Windows Explorer, then
  272. choosing **Open PowerShell window here**.
  273. This will serve the contents of the current folder and open the default web
  274. browser automatically.
  275. Note that for production use cases, this Python-based web server should not
  276. be used. Instead, you should use an established web server such as Apache or
  277. nginx.
  278. Interacting with the browser and JavaScript
  279. -------------------------------------------
  280. See the :ref:`dedicated page <doc_web_javascript_bridge>` on how to interact
  281. with JavaScript and access some unique Web browser features.
  282. Environment variables
  283. ---------------------
  284. You can use the following environment variables to set export options outside of
  285. the editor. During the export process, these override the values that you set in
  286. the export menu.
  287. .. list-table:: HTML5 export environment variables
  288. :header-rows: 1
  289. * - Export option
  290. - Environment variable
  291. * - Encryption / Encryption Key
  292. - ``GODOT_SCRIPT_ENCRYPTION_KEY``