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- :article_outdated: True
- .. _doc_using_the_web_editor:
- Using the Web editor
- ====================
- There is a `Web editor <https://editor.godotengine.org/>`__ you can use to work
- on new or existing projects.
- .. note::
- The web editor is in a preliminary stage. While its feature set may be
- sufficient for educational purposes, it is currently **not recommended for
- production work**. See :ref:`doc_using_the_web_editor_limitations` below.
- Browser support
- ---------------
- The Web editor requires support for WebAssembly's SharedArrayBuffer. This
- is in turn required to support threading in the browser. The following desktop
- browsers support WebAssembly threading and can therefore run the web editor:
- - Chrome 68 or later
- - Firefox 79 or later
- - Edge 79 or later
- Opera and Safari are not supported yet. Safari may work in the future once
- proper threading support is added.
- **Mobile browsers are currently not supported.**
- The web editor only supports the Compatibility rendering method, as there is no
- stable way to run Vulkan applications on the web yet.
- .. note::
- If you use Linux, due to
- `poor Firefox WebGL performance <https://bugzilla.mozilla.org/show_bug.cgi?id=1010527>`__,
- it's recommended to use a Chromium-based browser instead of Firefox.
- .. _doc_using_the_web_editor_limitations:
- Limitations
- -----------
- Due to limitations on the Godot or Web platform side, the following features
- are currently missing:
- - No C#/Mono support.
- - No GDExtension support.
- - No debugging support. This means GDScript debugging/profiling, live scene
- editing, the Remote Scene tree dock and other features that rely on the debugger
- protocol will not work.
- - No project exporting. As a workaround, you can download the project source
- using **Project > Tools > Download Project Source** and export it using a
- `native version of the Godot editor <https://godotengine.org/download>`__.
- - The editor won't warn you when closing the tab with unsaved changes.
- - No lightmap baking support. You can still use existing lightmaps if they were
- baked with a native version of the Godot editor
- (e.g. by importing an existing project).
- The following features are unlikely to be supported due to inherent limitations
- of the Web platform:
- - No support for external script editors.
- - No support for Android one-click deploy.
- .. seealso::
- See the
- `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>`__
- for a list of known bugs.
- Importing a project
- -------------------
- To import an existing project, the current process is as follows:
- - Specify a ZIP file to preload on the HTML5 filesystem using the
- **Preload project ZIP** input.
- - Run the editor by clicking **Start Godot editor**.
- The Godot Project Manager should appear after 10-20 seconds.
- On slower machines or connections, loading may take up to a minute.
- - In the dialog that appears at the middle of the window, specify a name for
- the folder to create then click the **Create Folder** button
- (it doesn't have to match the ZIP archive's name).
- - Click **Install & Edit** and the project will open in the editor.
- .. attention::
- It's important to place the project folder somewhere in ``/home/web_user/``.
- If your project folder is placed outside ``/home/web_user/``, you will
- lose your project when closing the editor!
- When you follow the steps described above, the project folder will always be
- located in ``/home/web_user/projects``, keeping it safe.
- Editing and running a project
- -----------------------------
- Unlike the native version of Godot, the web editor is constrained to a single
- window. Therefore, it cannot open a new window when running the project.
- Instead, when you run the project by clicking the Run button or pressing
- :kbd:`F5`, it will appear to "replace" the editor window.
- The web editor offers an alternative way to deal with the editor and game
- windows (which are now "tabs"). You can switch between the **Editor** and
- **Game** tabs using the buttons on the top. You can also close the running game
- or editor by clicking the **×** button next to those tabs.
- Where are my project files?
- ---------------------------
- Due to browser security limitations, the editor will save the project files to
- the browser's IndexedDB storage. This storage isn't accessible as a regular folder
- on your machine, but is abstracted away in a database.
- You can download the project files as a ZIP archive by using
- **Project > Tools > Download Project Source**. This can be used to export the
- project using a `native Godot editor <https://godotengine.org/download>`__,
- since exporting from the web editor isn't supported yet.
- In the future, it may be possible to use the
- `HTML5 FileSystem API <https://developer.mozilla.org/en-US/docs/Web/API/FileSystem>`__
- to store the project files on the user's filesystem as the native editor would do.
- However, this isn't implemented yet.
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