exporting_for_web.rst 16 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. Some browsers restrict autoplay for audio on websites. The easiest way around this limitation is to request the
  101. 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.
  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. Apple's Safari team also posted additional information about their `Auto-Play Policy Changes for macOS
  105. <https://webkit.org/blog/7734/auto-play-policy-changes-for-macos/>`__.
  106. .. warning:: Access to microphone requires a
  107. :ref:`secure context <doc_javascript_secure_contexts>`.
  108. Networking
  109. ~~~~~~~~~~
  110. Low level networking is not implemented due to lacking support in browsers.
  111. Currently, only :ref:`HTTP client <doc_http_client_class>`,
  112. :ref:`HTTP requests <doc_http_request_class>`,
  113. :ref:`WebSocket (client) <doc_websocket>` and :ref:`WebRTC <doc_webrtc>` are
  114. supported.
  115. The HTTP classes also have several restrictions on the HTML5 platform:
  116. - Accessing or changing the ``StreamPeer`` is not possible
  117. - Threaded/Blocking mode is not available
  118. - Cannot progress more than once per frame, so polling in a loop will freeze
  119. - No chunked responses
  120. - Host verification cannot be disabled
  121. - Subject to `same-origin policy <https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy>`__
  122. Clipboard
  123. ~~~~~~~~~
  124. Clipboard synchronization between engine and the operating system requires a
  125. browser supporting the `Clipboard API <https://developer.mozilla.org/en-US/docs/Web/API/Clipboard_API>`__,
  126. additionally, due to the API asynchronous nature might not be reliable when
  127. accessed from GDScript.
  128. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  129. Gamepads
  130. ~~~~~~~~
  131. Gamepads will not be detected until one of their button is pressed. Gamepads
  132. might have the wrong mapping depending on the browser/OS/gamepad combination,
  133. sadly the `Gamepad API <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API>`__
  134. does not provide a reliable way to detect the gamepad information necessary
  135. to remap them based on model/vendor/OS due to privacy considerations.
  136. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  137. Boot splash is not displayed
  138. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  139. The default HTML page does not display the boot splash while loading. However,
  140. the image is exported as a PNG file, so :ref:`custom HTML pages <doc_customizing_html5_shell>`
  141. can display it.
  142. .. _doc_exporting_for_web_serving_the_files:
  143. Serving the files
  144. -----------------
  145. Exporting for the web generates several files to be served from a web server,
  146. including a default HTML page for presentation. A custom HTML file can be
  147. used, see :ref:`doc_customizing_html5_shell`.
  148. .. warning::
  149. To ensure low audio latency and the ability to use :ref:`class_Thread` in web exports,
  150. Godot 4 web exports always use
  151. `SharedArrayBuffer <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`__.
  152. This requires a :ref:`secure context <doc_javascript_secure_contexts>`,
  153. while also requiring the following CORS headers to be set when serving the files:
  154. ::
  155. Cross-Origin-Opener-Policy: same-origin
  156. Cross-Origin-Embedder-Policy: require-corp
  157. If you don't control the web server or are unable to add response headers,
  158. use `coi-serviceworker <https://github.com/gzuidhof/coi-serviceworker>`__
  159. as a workaround.
  160. If the client doesn't receive the required response headers,
  161. **the project will not run**.
  162. The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache
  163. servers and can be renamed to e.g. ``index.html`` at any time. Its name is
  164. never depended on by default.
  165. The HTML page draws the game at maximum size within the browser window.
  166. This way, it can be inserted into an ``<iframe>`` with the game's size, as is
  167. common on most web game hosting sites.
  168. The other exported files are served as they are, next to the ``.html`` file,
  169. names unchanged. The ``.wasm`` file is a binary WebAssembly module implementing
  170. the engine. The ``.pck`` file is the Godot main pack containing your game. The
  171. ``.js`` file contains start-up code and is used by the ``.html`` file to access
  172. the engine. The ``.png`` file contains the boot splash image. It is not used in
  173. the default HTML page, but is included for
  174. :ref:`custom HTML pages <doc_customizing_html5_shell>`.
  175. The ``.pck`` file is binary, usually delivered with the MIME-type
  176. :mimetype:`application/octet-stream`. The ``.wasm`` file is delivered as
  177. :mimetype:`application/wasm`.
  178. .. warning::
  179. Delivering the WebAssembly module (``.wasm``) with a MIME-type
  180. other than :mimetype:`application/wasm` can prevent some start-up
  181. optimizations.
  182. Delivering the files with server-side compression is recommended especially for
  183. the ``.pck`` and ``.wasm`` files, which are usually large in size. The
  184. WebAssembly module compresses particularly well, down to around a quarter of its
  185. original size with gzip compression. Consider using Brotli precompression if
  186. supported on your web server for further file size savings.
  187. **Hosts that provide on-the-fly compression:** GitHub Pages (gzip)
  188. **Hosts that don't provide on-the-fly compression:** itch.io, GitLab Pages
  189. (`supports manual gzip precompression <https://webd97.de/post/gitlab-pages-compression/>`__)
  190. .. tip::
  191. The Godot repository includes a
  192. `Python script to host a local web server <https://raw.githubusercontent.com/godotengine/godot/master/platform/web/serve.py>`__.
  193. This script is intended for testing the web editor, but it can also be used to test exported projects.
  194. Save the linked script to a file called ``serve.py``, move this file to the
  195. folder containing the exported project's ``index.html``, then run the
  196. following command in a command prompt within the same folder:
  197. ::
  198. # You may need to replace `python` with `python3` on some platforms.
  199. python serve.py --root .
  200. On Windows, you can open a command prompt in the current folder by holding
  201. :kbd:`Shift` and right-clicking on empty space in Windows Explorer, then
  202. choosing **Open PowerShell window here**.
  203. This will serve the contents of the current folder and open the default web
  204. browser automatically.
  205. Note that for production use cases, this Python-based web server should not
  206. be used. Instead, you should use an established web server such as Apache or
  207. nginx.
  208. .. _doc_javascript_eval:
  209. Calling JavaScript from script
  210. ------------------------------
  211. In web builds, the ``JavaScriptBridge`` singleton is implemented. It offers a single
  212. method called ``eval`` that works similarly to the JavaScript function of the
  213. same name. It takes a string as an argument and executes it as JavaScript code.
  214. This allows interacting with the browser in ways not possible with script
  215. languages integrated into Godot.
  216. .. tabs::
  217. .. code-tab:: gdscript
  218. func my_func():
  219. JavaScriptBridge.eval("alert('Calling JavaScript per GDScript!');")
  220. .. code-tab:: csharp
  221. private void MyFunc()
  222. {
  223. JavaScriptBridge.Eval("alert('Calling JavaScript per C#!');")
  224. }
  225. The value of the last JavaScript statement is converted to a GDScript value and
  226. returned by ``eval()`` under certain circumstances:
  227. * JavaScript ``number`` is returned as :ref:`class_float`
  228. * JavaScript ``boolean`` is returned as :ref:`class_bool`
  229. * JavaScript ``string`` is returned as :ref:`class_String`
  230. * JavaScript ``ArrayBuffer``, ``TypedArray`` and ``DataView`` are returned as :ref:`PackedByteArray<class_PackedByteArray>`
  231. .. tabs::
  232. .. code-tab:: gdscript
  233. func my_func2():
  234. var js_return = JavaScriptBridge.eval("var myNumber = 1; myNumber + 2;")
  235. print(js_return) # prints '3.0'
  236. .. code-tab:: csharp
  237. private void MyFunc2()
  238. {
  239. var jsReturn = JavaScriptBridge.Eval("var myNumber = 1; myNumber + 2;");
  240. GD.Print(jsReturn); // prints '3.0'
  241. }
  242. Any other JavaScript value is returned as ``null``.
  243. HTML5 export templates may be :ref:`built <doc_compiling_for_web>` without
  244. support for the singleton to improve security. With such templates, and on
  245. platforms other than HTML5, calling ``JavaScriptBridge.eval`` will also return
  246. ``null``. The availability of the singleton can be checked with the
  247. ``web`` :ref:`feature tag <doc_feature_tags>`:
  248. .. tabs::
  249. .. code-tab:: gdscript
  250. func my_func3():
  251. if OS.has_feature('web'):
  252. JavaScriptBridge.eval("""
  253. console.log('The JavaScriptBridge singleton is available')
  254. """)
  255. else:
  256. print("The JavaScriptBridge singleton is NOT available")
  257. .. code-tab:: csharp
  258. private void MyFunc3()
  259. {
  260. if (OS.HasFeature("web"))
  261. {
  262. JavaScriptBridge.Eval("console.log('The JavaScriptBridge singleton is available')");
  263. }
  264. else
  265. {
  266. GD.Print("The JavaScriptBridge singleton is NOT available");
  267. }
  268. }
  269. .. tip:: GDScript's multi-line strings, surrounded by 3 quotes ``"""`` as in
  270. ``my_func3()`` above, are useful to keep JavaScript code readable.
  271. The ``eval`` method also accepts a second, optional Boolean argument, which
  272. specifies whether to execute the code in the global execution context,
  273. defaulting to ``false`` to prevent polluting the global namespace:
  274. .. tabs::
  275. .. code-tab:: gdscript
  276. func my_func4():
  277. # execute in global execution context,
  278. # thus adding a new JavaScript global variable `SomeGlobal`
  279. JavaScriptBridge.eval("var SomeGlobal = {};", true)
  280. .. code-tab:: csharp
  281. private void MyFunc4()
  282. {
  283. // execute in global execution context,
  284. // thus adding a new JavaScript global variable `SomeGlobal`
  285. JavaScriptBridge.Eval("var SomeGlobal = {};", true);
  286. }
  287. Environment variables
  288. ---------------------
  289. You can use the following environment variables to set export options outside of
  290. the editor. During the export process, these override the values that you set in
  291. the export menu.
  292. .. list-table:: HTML5 export environment variables
  293. :header-rows: 1
  294. * - Export option
  295. - Environment variable
  296. * - Encryption / Encryption Key
  297. - ``GODOT_SCRIPT_ENCRYPTION_KEY``