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. .. attention::
  14. Projects written in C# using Godot 4 currently cannot be exported to the
  15. web. To use C# on web platforms, use Godot 3 instead.
  16. .. tip::
  17. Use the browser-integrated developer console, usually opened
  18. with :kbd:`F12` (:kbd:`Cmd + Option + I` on macOS), to view
  19. **debug information** like JavaScript, engine, and WebGL errors.
  20. .. attention::
  21. Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs
  22. with SharedArrayBuffer and WebGL 2.0. We recommend using
  23. :ref:`macOS <doc_exporting_for_macos>` and :ref:`iOS <doc_exporting_for_ios>`
  24. native export functionality instead, as it will also result in better performance.
  25. Godot 3's HTML5 exports are more compatible with various browsers in
  26. general, especially when using the GLES2 rendering backend (which only
  27. requires WebGL 1.0).
  28. WebGL version
  29. -------------
  30. Godot 4.0 and later can only target WebGL 2.0 (using the Compatibility rendering
  31. method). There is no stable way to run Vulkan applications on the web yet.
  32. See `Can I use WebGL 2.0 <https://caniuse.com/webgl2>`__ for a list of browser
  33. versions supporting WebGL 2.0. Note that Safari has several issues with WebGL
  34. 2.0 support that other browsers don't have, so we recommend using a
  35. Chromium-based browser or Firefox if possible.
  36. .. _doc_javascript_export_options:
  37. Export options
  38. --------------
  39. If a runnable web export template is available, a button appears between the
  40. *Stop scene* and *Play edited Scene* buttons in the editor to quickly open the
  41. game in the default browser for testing.
  42. If you plan to use :ref:`VRAM compression <doc_importing_images>` make sure that
  43. **Vram Texture Compression** is enabled for the targeted platforms (enabling
  44. both **For Desktop** and **For Mobile** will result in a bigger, but more
  45. compatible export).
  46. If a path to a **Custom HTML shell** file is given, it will be used instead of
  47. the default HTML page. See :ref:`doc_customizing_html5_shell`.
  48. **Head Include** is appended into the ``<head>`` element of the generated
  49. HTML page. This allows to, for example, load webfonts and third-party
  50. JavaScript APIs, include CSS, or run JavaScript code.
  51. .. important:: Each project must generate their own HTML file. On export,
  52. several text placeholders are replaced in the generated HTML
  53. file specifically for the given export options. Any direct
  54. modifications to that HTML file will be lost in future exports.
  55. To customize the generated file, use the **Custom HTML shell**
  56. option.
  57. Limitations
  58. -----------
  59. For security and privacy reasons, many features that work effortlessly on
  60. native platforms are more complicated on the web platform. Following is a list
  61. of limitations you should be aware of when porting a Godot game to the web.
  62. .. _doc_javascript_secure_contexts:
  63. .. important:: Browser vendors are making more and more functionalities only
  64. available in `secure contexts <https://developer.mozilla.org/en-US/docs/Web/Security/Secure_Contexts>`_,
  65. this means that such features are only be available if the web
  66. page is served via a secure HTTPS connection (localhost is
  67. usually exempt from such requirement).
  68. Using cookies for data persistence
  69. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  70. Users must **allow cookies** (specifically IndexedDB) if persistence of the
  71. ``user://`` file system is desired. When playing a game presented in an
  72. ``iframe``, **third-party** cookies must also be enabled. Incognito/private
  73. browsing mode also prevents persistence.
  74. The method ``OS.is_userfs_persistent()`` can be used to check if the
  75. ``user://`` file system is persistent, but can give false positives in some
  76. cases.
  77. Background processing
  78. ~~~~~~~~~~~~~~~~~~~~~
  79. The project will be paused by the browser when the tab is no longer the active
  80. tab in the user's browser. This means functions such as ``_process()`` and
  81. ``_physics_process()`` will no longer run until the tab is made active again by
  82. the user (by switching back to the tab). This can cause networked games to
  83. disconnect if the user switches tabs for a long duration.
  84. This limitation does not apply to unfocused browser *windows*. Therefore, on the
  85. user's side, this can be worked around by running the project in a separate
  86. *window* instead of a separate tab.
  87. Full screen and mouse capture
  88. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  89. Browsers do not allow arbitrarily **entering full screen**. The same goes for
  90. **capturing the cursor**. Instead, these actions have to occur as a response to
  91. a JavaScript input event. In Godot, this means entering full screen from within
  92. a pressed input event callback such as ``_input`` or ``_unhandled_input``.
  93. Querying the :ref:`class_Input` singleton is not sufficient, the relevant
  94. input event must currently be active.
  95. For the same reason, the full screen project setting doesn't work unless the
  96. engine is started from within a valid input event handler. This requires
  97. :ref:`customization of the HTML page <doc_customizing_html5_shell>`.
  98. Audio
  99. ~~~~~
  100. Chrome restricts how websites may play audio. It may be necessary for the
  101. player to click or tap or press a key to enable audio.
  102. .. seealso:: Google offers additional information about their `Web Audio autoplay
  103. policies <https://sites.google.com/a/chromium.org/dev/audio-video/autoplay>`__.
  104. .. warning:: Access to microphone requires a
  105. :ref:`secure context <doc_javascript_secure_contexts>`.
  106. Networking
  107. ~~~~~~~~~~
  108. Low level networking is not implemented due to lacking support in browsers.
  109. Currently, only :ref:`HTTP client <doc_http_client_class>`,
  110. :ref:`HTTP requests <doc_http_request_class>`,
  111. :ref:`WebSocket (client) <doc_websocket>` and :ref:`WebRTC <doc_webrtc>` are
  112. supported.
  113. The HTTP classes also have several restrictions on the HTML5 platform:
  114. - Accessing or changing the ``StreamPeer`` is not possible
  115. - Threaded/Blocking mode is not available
  116. - Cannot progress more than once per frame, so polling in a loop will freeze
  117. - No chunked responses
  118. - Host verification cannot be disabled
  119. - Subject to `same-origin policy <https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy>`__
  120. Clipboard
  121. ~~~~~~~~~
  122. Clipboard synchronization between engine and the operating system requires a
  123. browser supporting the `Clipboard API <https://developer.mozilla.org/en-US/docs/Web/API/Clipboard_API>`__,
  124. additionally, due to the API asynchronous nature might not be reliable when
  125. accessed from GDScript.
  126. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  127. Gamepads
  128. ~~~~~~~~
  129. Gamepads will not be detected until one of their button is pressed. Gamepads
  130. might have the wrong mapping depending on the browser/OS/gamepad combination,
  131. sadly the `Gamepad API <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API>`__
  132. does not provide a reliable way to detect the gamepad information necessary
  133. to remap them based on model/vendor/OS due to privacy considerations.
  134. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  135. Boot splash is not displayed
  136. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  137. The default HTML page does not display the boot splash while loading. However,
  138. the image is exported as a PNG file, so :ref:`custom HTML pages <doc_customizing_html5_shell>`
  139. can display it.
  140. Serving the files
  141. -----------------
  142. Exporting for the web generates several files to be served from a web server,
  143. including a default HTML page for presentation. A custom HTML file can be
  144. used, see :ref:`doc_customizing_html5_shell`.
  145. .. warning::
  146. To ensure low audio latency and the ability to use :ref:`class_Thread` in web exports,
  147. Godot 4 web exports always use
  148. `SharedArrayBuffer <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`__.
  149. This requires a :ref:`secure context <doc_javascript_secure_contexts>`,
  150. while also requiring the following CORS headers to be set when serving the files:
  151. ::
  152. Cross-Origin-Opener-Policy: same-origin
  153. Cross-Origin-Embedder-Policy: require-corp
  154. If you don't control the web server or are unable to add response headers,
  155. use `coi-serviceworker <https://github.com/gzuidhof/coi-serviceworker>`__
  156. as a workaround.
  157. If the client doesn't receive the required response headers,
  158. **the project will not run**.
  159. The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache
  160. servers and can be renamed to e.g. ``index.html`` at any time. Its name is
  161. never depended on by default.
  162. The HTML page draws the game at maximum size within the browser window.
  163. This way, it can be inserted into an ``<iframe>`` with the game's size, as is
  164. common on most web game hosting sites.
  165. The other exported files are served as they are, next to the ``.html`` file,
  166. names unchanged. The ``.wasm`` file is a binary WebAssembly module implementing
  167. the engine. The ``.pck`` file is the Godot main pack containing your game. The
  168. ``.js`` file contains start-up code and is used by the ``.html`` file to access
  169. the engine. The ``.png`` file contains the boot splash image. It is not used in
  170. the default HTML page, but is included for
  171. :ref:`custom HTML pages <doc_customizing_html5_shell>`.
  172. The ``.pck`` file is binary, usually delivered with the MIME-type
  173. :mimetype:`application/octet-stream`. The ``.wasm`` file is delivered as
  174. :mimetype:`application/wasm`.
  175. .. warning::
  176. Delivering the WebAssembly module (``.wasm``) with a MIME-type
  177. other than :mimetype:`application/wasm` can prevent some start-up
  178. optimizations.
  179. Delivering the files with server-side compression is recommended especially for
  180. the ``.pck`` and ``.wasm`` files, which are usually large in size. The
  181. WebAssembly module compresses particularly well, down to around a quarter of its
  182. original size with gzip compression. Consider using Brotli precompression if
  183. supported on your web server for further file size savings.
  184. **Hosts that provide on-the-fly compression:** GitHub Pages (gzip)
  185. **Hosts that don't provide on-the-fly compression:** itch.io, GitLab Pages
  186. (`supports manual gzip precompression <https://webd97.de/post/gitlab-pages-compression/>`__)
  187. .. tip::
  188. The Godot repository includes a
  189. `Python script to host a local web server <https://raw.githubusercontent.com/godotengine/godot/master/platform/web/serve.py>`__.
  190. This script is intended for testing the web editor, but it can also be used to test exported projects.
  191. Save the linked script to a file called ``serve.py``, move this file to the
  192. folder containing the exported project's ``index.html``, then run the
  193. following command in a command prompt within the same folder:
  194. ::
  195. # You may need to replace `python` with `python3` on some platforms.
  196. python serve.py --root .
  197. On Windows, you can open a command prompt in the current folder by holding
  198. :kbd:`Shift` and right-clicking on empty space in Windows Explorer, then
  199. choosing **Open PowerShell window here**.
  200. This will serve the contents of the current folder and open the default web
  201. browser automatically.
  202. Note that for production use cases, this Python-based web server should not
  203. be used. Instead, you should use an established web server such as Apache or
  204. nginx.
  205. .. _doc_javascript_eval:
  206. Calling JavaScript from script
  207. ------------------------------
  208. In web builds, the ``JavaScriptBridge`` singleton is implemented. It offers a single
  209. method called ``eval`` that works similarly to the JavaScript function of the
  210. same name. It takes a string as an argument and executes it as JavaScript code.
  211. This allows interacting with the browser in ways not possible with script
  212. languages integrated into Godot.
  213. .. tabs::
  214. .. code-tab:: gdscript
  215. func my_func():
  216. JavaScriptBridge.eval("alert('Calling JavaScript per GDScript!');")
  217. .. code-tab:: csharp
  218. private void MyFunc()
  219. {
  220. JavaScriptBridge.Eval("alert('Calling JavaScript per C#!');")
  221. }
  222. The value of the last JavaScript statement is converted to a GDScript value and
  223. returned by ``eval()`` under certain circumstances:
  224. * JavaScript ``number`` is returned as :ref:`class_float`
  225. * JavaScript ``boolean`` is returned as :ref:`class_bool`
  226. * JavaScript ``string`` is returned as :ref:`class_String`
  227. * JavaScript ``ArrayBuffer``, ``TypedArray`` and ``DataView`` are returned as :ref:`PackedByteArray<class_PackedByteArray>`
  228. .. tabs::
  229. .. code-tab:: gdscript
  230. func my_func2():
  231. var js_return = JavaScriptBridge.eval("var myNumber = 1; myNumber + 2;")
  232. print(js_return) # prints '3.0'
  233. .. code-tab:: csharp
  234. private void MyFunc2()
  235. {
  236. var jsReturn = JavaScriptBridge.Eval("var myNumber = 1; myNumber + 2;");
  237. GD.Print(jsReturn); // prints '3.0'
  238. }
  239. Any other JavaScript value is returned as ``null``.
  240. HTML5 export templates may be :ref:`built <doc_compiling_for_web>` without
  241. support for the singleton to improve security. With such templates, and on
  242. platforms other than HTML5, calling ``JavaScriptBridge.eval`` will also return
  243. ``null``. The availability of the singleton can be checked with the
  244. ``web`` :ref:`feature tag <doc_feature_tags>`:
  245. .. tabs::
  246. .. code-tab:: gdscript
  247. func my_func3():
  248. if OS.has_feature('web'):
  249. JavaScriptBridge.eval("""
  250. console.log('The JavaScriptBridge singleton is available')
  251. """)
  252. else:
  253. print("The JavaScriptBridge singleton is NOT available")
  254. .. code-tab:: csharp
  255. private void MyFunc3()
  256. {
  257. if (OS.HasFeature("web"))
  258. {
  259. JavaScriptBridge.Eval("console.log('The JavaScriptBridge singleton is available')");
  260. }
  261. else
  262. {
  263. GD.Print("The JavaScriptBridge singleton is NOT available");
  264. }
  265. }
  266. .. tip:: GDScript's multi-line strings, surrounded by 3 quotes ``"""`` as in
  267. ``my_func3()`` above, are useful to keep JavaScript code readable.
  268. The ``eval`` method also accepts a second, optional Boolean argument, which
  269. specifies whether to execute the code in the global execution context,
  270. defaulting to ``false`` to prevent polluting the global namespace:
  271. .. tabs::
  272. .. code-tab:: gdscript
  273. func my_func4():
  274. # execute in global execution context,
  275. # thus adding a new JavaScript global variable `SomeGlobal`
  276. JavaScriptBridge.eval("var SomeGlobal = {};", true)
  277. .. code-tab:: csharp
  278. private void MyFunc4()
  279. {
  280. // execute in global execution context,
  281. // thus adding a new JavaScript global variable `SomeGlobal`
  282. JavaScriptBridge.Eval("var SomeGlobal = {};", true);
  283. }
  284. Environment variables
  285. ---------------------
  286. You can use the following environment variables to set export options outside of
  287. the editor. During the export process, these override the values that you set in
  288. the export menu.
  289. .. list-table:: HTML5 export environment variables
  290. :header-rows: 1
  291. * - Export option
  292. - Environment variable
  293. * - Encryption / Encryption Key
  294. - ``GODOT_SCRIPT_ENCRYPTION_KEY``