using_the_web_editor.rst 4.9 KB

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  1. :article_outdated: True
  2. .. _doc_using_the_web_editor:
  3. Using the Web editor
  4. ====================
  5. There is a `Web editor <https://editor.godotengine.org/>`__ you can use to work
  6. on new or existing projects.
  7. .. note::
  8. The web editor is in a preliminary stage. While its feature set may be
  9. sufficient for educational purposes, it is currently **not recommended for
  10. production work**. See :ref:`doc_using_the_web_editor_limitations` below.
  11. Browser support
  12. ---------------
  13. The Web editor requires support for WebAssembly's SharedArrayBuffer. This
  14. is in turn required to support threading in the browser. The following desktop
  15. browsers support WebAssembly threading and can therefore run the web editor:
  16. - Chrome 68 or later
  17. - Firefox 79 or later
  18. - Edge 79 or later
  19. Opera and Safari are not supported yet. Safari may work in the future once
  20. proper threading support is added.
  21. **Mobile browsers are currently not supported.**
  22. The web editor only supports the Compatibility rendering method, as there is no
  23. stable way to run Vulkan applications on the web yet.
  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 use a Chromium-based browser instead of Firefox.
  28. .. _doc_using_the_web_editor_limitations:
  29. Limitations
  30. -----------
  31. Due to limitations on the Godot or Web platform side, the following features
  32. are currently missing:
  33. - No C#/Mono support.
  34. - No GDExtension support.
  35. - No debugging support. This means GDScript debugging/profiling, live scene
  36. editing, the Remote Scene tree dock and other features that rely on the debugger
  37. protocol will not work.
  38. - No project exporting. As a workaround, you can download the project source
  39. using **Project > Tools > Download Project Source** and export it using a
  40. `native version of the Godot editor <https://godotengine.org/download>`__.
  41. - The editor won't warn you when closing the tab with unsaved changes.
  42. - No lightmap baking support. You can still use existing lightmaps if they were
  43. baked with a native version of the Godot editor
  44. (e.g. by importing an existing project).
  45. The following features are unlikely to be supported due to inherent limitations
  46. of the Web platform:
  47. - No support for external script editors.
  48. - No support for Android one-click deploy.
  49. .. seealso::
  50. See the
  51. `list of open issues on GitHub related to the web editor <https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aplatform%3Aweb+label%3Atopic%3Aeditor>`__
  52. for a list of known bugs.
  53. Importing a project
  54. -------------------
  55. To import an existing project, the current process is as follows:
  56. - Specify a ZIP file to preload on the HTML5 filesystem using the
  57. **Preload project ZIP** input.
  58. - Run the editor by clicking **Start Godot editor**.
  59. The Godot Project Manager should appear after 10-20 seconds.
  60. On slower machines or connections, loading may take up to a minute.
  61. - In the dialog that appears at the middle of the window, specify a name for
  62. the folder to create then click the **Create Folder** button
  63. (it doesn't have to match the ZIP archive's name).
  64. - Click **Install & Edit** and the project will open in the editor.
  65. .. attention::
  66. It's important to place the project folder somewhere in ``/home/web_user/``.
  67. If your project folder is placed outside ``/home/web_user/``, you will
  68. lose your project when closing the editor!
  69. When you follow the steps described above, the project folder will always be
  70. located in ``/home/web_user/projects``, keeping it safe.
  71. Editing and running a project
  72. -----------------------------
  73. Unlike the native version of Godot, the web editor is constrained to a single
  74. window. Therefore, it cannot open a new window when running the project.
  75. Instead, when you run the project by clicking the Run button or pressing
  76. :kbd:`F5`, it will appear to "replace" the editor window.
  77. The web editor offers an alternative way to deal with the editor and game
  78. windows (which are now "tabs"). You can switch between the **Editor** and
  79. **Game** tabs using the buttons on the top. You can also close the running game
  80. or editor by clicking the **×** button next to those tabs.
  81. Where are my project files?
  82. ---------------------------
  83. Due to browser security limitations, the editor will save the project files to
  84. the browser's IndexedDB storage. This storage isn't accessible as a regular folder
  85. on your machine, but is abstracted away in a database.
  86. You can download the project files as a ZIP archive by using
  87. **Project > Tools > Download Project Source**. This can be used to export the
  88. project using a `native Godot editor <https://godotengine.org/download>`__,
  89. since exporting from the web editor isn't supported yet.
  90. In the future, it may be possible to use the
  91. `HTML5 FileSystem API <https://developer.mozilla.org/en-US/docs/Web/API/FileSystem>`__
  92. to store the project files on the user's filesystem as the native editor would do.
  93. However, this isn't implemented yet.