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Add an Using the web editor page (#4629)
This page describes the current workflow and limitations of the HTML5 Godot editor.
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@@ -22,6 +22,19 @@ in other sections where appropriate. For example, the :ref:`animation editor
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default_key_mapping
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customizing_editor
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Web editor
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----------
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Godot offers an HTML5 version of the editor running entirely in your browser. No
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download is required to use it, but it has a certain amount of caveats you
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should be aware of.
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.. toctree::
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:maxdepth: 1
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:name: toc-web-editor
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using_the_web_editor
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For developers
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--------------
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121
tutorials/editor/using_the_web_editor.rst
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121
tutorials/editor/using_the_web_editor.rst
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@@ -0,0 +1,121 @@
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.. _doc_using_the_web_editor:
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Using the Web editor
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====================
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Since Godot 3.2.4, there is a `Web editor <https://editor.godotengine.org/>`__
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you can use to work on new or existing projects.
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.. note::
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The web editor is in a preliminary stage. While its feature set may be
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sufficient for educational purposes, it is currently **not recommended for
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production work**. See :ref:`doc_using_the_web_editor_limitations` below.
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Browser support
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---------------
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The Web editor requires support for WebAssembly's SharedArrayBuffer. This
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is in turn required to support threading in the browser. The following desktop
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browsers support WebAssembly threading and can therefore run the web editor:
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- Chrome 68 or later
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- Firefox 79 or later
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- Edge 79 or later
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Opera and Safari are not supported yet. Safari may work in the future once
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proper threading support is added.
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**Mobile browsers are currently not supported.**
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The web editor supports both the GLES3 and GLES2 renderers, although GLES2 is
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recommended for better performance and compatibility with old/low-end hardware.
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.. note::
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If you use Linux, due to
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`poor Firefox WebGL performance <https://bugzilla.mozilla.org/show_bug.cgi?id=1010527>`__,
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it's recommended to use a Chromium-based browser instead of Firefox.
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.. _doc_using_the_web_editor_limitations:
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Limitations
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-----------
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Due to limitations on the Godot or Web platform side, the following features
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are currently missing:
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- No C#/Mono support.
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- No GDNative support.
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- No project exporting. As a workaround, you can download the project source
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using **Project > Tools > Download Project Source** and export it using a
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`native version of the Godot editor <https://godotengine.org/download>`__.
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- The editor won't warn you when closing the tab with unsaved changes.
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- No lightmap baking support. You can still use existing lightmaps if they were
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baked with a native version of the Godot editor
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(e.g. by importing an existing project).
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The following features are unlikely to be supported due to inherent limitations
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of the Web platform:
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- No support for external script editors.
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- No support for Android one-click deploy.
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.. seealso::
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See the
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`list of open issues on GitHub related to the web editor <https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aplatform%3Ahtml5+label%3Atopic%3Aeditor>`__ for a list of known bugs.
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Importing a project
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-------------------
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To import an existing project, the current process is as follows:
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- Specify a ZIP file to preload on the HTML5 filesystem using the
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**Preload project ZIP** input.
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- Run the editor by clicking **Start Godot editor**.
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The Godot project manager should appear after 10-20 seconds.
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On slower machines or connections, loading may take up to a minute.
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- In the dialog that appears at the middle of the window, specify a name for
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the folder to create then click the **Create Folder** button
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(it doesn't have to match the ZIP archive's name).
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- Click **Install & Edit** and the project will open in the editor.
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.. attention::
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It's important to place the project folder somewhere in ``/home/web_user/``.
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If your project folder is placed outside ``/home/web_user/``, you will
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lose your project when closing the editor!
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When you follow the steps described above, the project folder will always be
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located in ``/home/web_user/projects``, keeping it safe.
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Editing and running a project
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-----------------------------
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Unlike the native version of Godot, the web editor is constrained to a single
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window. Therefore, it cannot open a new window when running the project.
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Instead, when you run the project by clicking the Run button or pressing
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:kbd:`F5`, it will appear to "replace" the editor window.
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The web editor offers an alternative way to deal with the editor and game
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windows (which are now "tabs"). You can switch between the **Editor** and
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**Game** tabs using the buttons on the top. You can also close the running game
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or editor by clicking the **×** button next to those tabs.
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Where are my project files?
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---------------------------
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Due to browser security limitations, the editor will save the project files to
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the browser's IndexedDB storage. This storage isn't accessible as a regular folder
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on your machine, but is abstracted away in a database.
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You can download the project files as a ZIP archive by using
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**Project > Tools > Download Project Source**. This can be used to export the
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project using a `native Godot editor <https://godotengine.org/download>`__,
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since exporting from the web editor isn't supported yet.
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In the future, it may be possible to use the
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`HTML5 FileSystem API <https://developer.mozilla.org/en-US/docs/Web/API/FileSystem>`__
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to store the project files on the user's filesystem as the native editor would do.
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However, this isn't implemented yet.
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