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Improve the Exporting for the Web section.
Add "Export Type" options (threads, gdnative, regular). Add warnings about "secure contexts" limitations. Mentions threads and GDNative requirements. Mention WebRTC as a networking API. General refactor.
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@@ -12,16 +12,7 @@ in the user's browser.
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with :kbd:`F12`, to view **debug information** like JavaScript,
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engine, and WebGL errors.
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.. attention:: Many browsers, including Firefox and Chromium-based browsers,
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will not load exported projects when **opened locally** per
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``file://`` protocol. To get around this, use a local server.
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.. tip:: Python offers an easy method to start a local server.
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Use ``python -m http.server 8000 --bind 127.0.0.1`` with Python 3 to serve the
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current working directory at ``http://localhost:8000``.
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`Refer to MDN for additional information <https://developer.mozilla.org/en-US/docs/Learn/Common_questions/set_up_a_local_testing_server>`__.
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.. attention:: `There are significant bugs when running HTML5 projects on iOS <https://github.com/godotengine/godot/issues/26554>`__
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.. attention:: `There are significant bugs when running HTML5 projects on iOS <https://github.com/godotengine/godot/issues?q=is:issue+is:open+label:platform:html5+ios>`__
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(regardless of the browser). We recommend using
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:ref:`iOS' native export functionality <doc_exporting_for_ios>`
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instead, as it will also result in better performance.
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@@ -42,6 +33,43 @@ WebKit (i.e. Safari), so they will also not work.
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Godot's WebGL 2 renderer has issues with 3D and is no longer maintained.
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.. _doc_javascript_export_options:
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Export options
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--------------
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If a runnable web export template is available, a button appears between the
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*Stop scene* and *Play edited Scene* buttons in the editor to quickly open the
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game in the default browser for testing.
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You can choose the **Export Type** to select which features will be available:
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- *Regular*: is the most compatible across browsers, will not support threads, nor GDNative.
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- *Threads*: will require the browser to support `SharedArrayBuffer <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`__
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- *GDNative*: enables GDNative support but makes the binary bigger and slower to load.
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If you plan to use :ref:`VRAM compression <doc_import_images>` make sure that
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**Vram Texture Compression** is enabled for the targeted platforms (enabling
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both **For Desktop** and **For Mobile** will result in a bigger, but more
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compatible export).
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If a path to a **Custom HTML shell** file is given, it will be used instead of
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the default HTML page. See :ref:`doc_customizing_html5_shell`.
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**Head Include** is appended into the ``<head>`` element of the generated
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HTML page. This allows to, for example, load webfonts and third-party
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JavaScript APIs, include CSS, or run JavaScript code.
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.. important:: Each project must generate their own HTML file. On export,
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several text placeholders are replaced in the generated HTML
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file specifically for the given export options. Any direct
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modifications to that HTML file will be lost in future exports.
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To customize the generated file, use the **Custom HTML shell**
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option.
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.. warning:: **Export types** other then *Regular* are not yet supported by the
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C# version.
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Limitations
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-----------
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@@ -49,6 +77,19 @@ For security and privacy reasons, many features that work effortlessly on
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native platforms are more complicated on the web platform. Following is a list
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of limitations you should be aware of when porting a Godot game to the web.
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.. _doc_javascript_secure_contexts:
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.. important:: Browser vendors are making more and more functionalities only
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available in `secure contexts <https://developer.mozilla.org/en-US/docs/Web/Security/Secure_Contexts>`_,
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this means that such features are only be available if the web
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page is served via a secure HTTPS connection (localhost is
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usually exempt from such requirement).
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.. tip:: Check the `list of open HTML5 issues on GitHub
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<https://github.com/godotengine/godot/issues?q=is:open+is:issue+label:platform:html5>`__
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to see if the functionality you're interested in has an issue yet. If
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not, open one to communicate your interest.
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Using cookies for data persistence
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@@ -61,6 +102,26 @@ The method ``OS.is_userfs_persistent()`` can be used to check if the
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``user://`` file system is persistent, but can give false positives in some
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cases.
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Threads
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~~~~~~~
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As mentioned :ref:`above <doc_javascript_export_options>` multi-threading is
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only available if the appropriate **Export Type** is set and support for it
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across browsers is still limited.
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.. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
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Browsers are also starting to require that the web page is served with specific
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`cross-origin isolation headers <https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/Cross-Origin-Embedder-Policy>`__.
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GDNative
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~~~~~~~~
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As mentioned :ref:`above <doc_javascript_export_options>` GDNative is only
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available if the appropriate **Export Type** is set.
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The export will also copy the required GDNative ``.wasm`` files to the output
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folder (and must be uploaded to your server along with your game).
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Full screen and mouse capture
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@@ -75,8 +136,8 @@ For the same reason, the full screen project setting doesn't work unless the
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engine is started from within a valid input event handler. This requires
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:ref:`customization of the HTML page <doc_customizing_html5_shell>`.
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Audio autoplay
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~~~~~~~~~~~~~~
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Audio
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~~~~~
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Chrome restricts how websites may play audio. It may be necessary for the
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player to click or tap or press a key to enable audio.
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@@ -84,10 +145,20 @@ player to click or tap or press a key to enable audio.
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.. seealso:: Google offers additional information about their `Web Audio autoplay
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policies <https://sites.google.com/a/chromium.org/dev/audio-video/autoplay>`__.
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:ref:`class_HTTPClient` and :ref:`class_HTTPRequest`
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.. warning:: Access to microphone requires a
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:ref:`secure context <doc_javascript_secure_contexts>`.
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The HTTP classes have several restrictions on the HTML5 platform:
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Networking
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~~~~~~~~~~
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Low level networking is not implemented due to lacking support in browsers.
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Currently, only :ref:`HTTP client <doc_http_client_class>`,
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:ref:`HTTP requests <doc_http_request_class>`,
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:ref:`WebSocket (client) <doc_websocket>` and :ref:`WebRTC <doc_webrtc>` are
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supported.
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The HTTP classes also have several restrictions on the HTML5 platform:
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- Accessing or changing the ``StreamPeer`` is not possible
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- Threaded/Blocking mode is not available
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@@ -96,11 +167,26 @@ The HTTP classes have several restrictions on the HTML5 platform:
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- Host verification cannot be disabled
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- Subject to `same-origin policy <https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy>`__
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Exported ``.html`` file must not be reused
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Clipboard
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~~~~~~~~~
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Each project must generate their own HTML file. On export, several text placeholders are replaced in the **generated HTML
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file** specifically for the given export options. Any direct modifications to the **generated HTML file** will be lost in future exports. To customize the generated file, see :ref:`doc_customizing_html5_shell`.
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Clipboard synchronization between engine and the operating system requires a
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browser supporting the `Clipboard API <https://developer.mozilla.org/en-US/docs/Web/API/Clipboard_API>`__,
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additionally, due to the API asynchronous nature might not be reliable when
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accessed from GDScript.
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.. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
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Gamepads
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~~~~~~~~
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Gamepads will not be detected until one of their button is pressed. Gamepads
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might have the wrong mapping depending on the browser/OS/gamepad combination,
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sadly the `Gamepad API <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API>`__
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does not provide a reliable way to detect the gamepad information necessary
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to remap them based on model/vendor/OS due to privacy considerations.
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.. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
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Boot splash is not displayed
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@@ -115,22 +201,6 @@ Shader language limitations
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When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0
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doesn't support dynamic loops, so shaders using those won't work there.
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Unimplemented functionality
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~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The following functionality is currently unavailable on the HTML5 platform:
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- Threads
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- GDNative
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- C#
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- Clipboard synchronization between engine and operating system
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- Networking other than :ref:`class_HTTPClient` and :ref:`class_WebSocketClient`
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.. tip:: Check the `list of open HTML5 issues on GitHub
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<https://github.com/godotengine/godot/issues?q=is:open+is:issue+label:platform:html5>`__
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to see if the functionality you're interested in has an issue yet. If
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not, open one to communicate your interest.
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Serving the files
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-----------------
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@@ -170,21 +240,7 @@ of its original size with gzip compression.
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**Hosts that provide on-the-fly compression:** GitHub Pages (gzip)
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**Hosts that don't provide on-the-fly compression:** itch.io, GitLab Pages
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(`supports manual gzip precompression <https://webd97.de/post/gitlab-pages-compression/>`__
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Export options
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--------------
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If a runnable web export template is available, a button appears between the
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*Stop scene* and *Play edited Scene* buttons in the editor to quickly open the
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game in the default browser for testing.
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|
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If a path to a **Custom HTML shell** file is given, it will be used instead of
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the default HTML page. See :ref:`doc_customizing_html5_shell`.
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**Head Include** is appended into the ``<head>`` element of the generated
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HTML page. This allows to, for example, load webfonts and third-party
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JavaScript APIs, include CSS, or run JavaScript code.
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(`supports manual gzip precompression <https://webd97.de/post/gitlab-pages-compression/>`__)
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.. _doc_javascript_eval:
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