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Each page provides a list of all export options for the given platform, which can be searched through using Ctrl + F. While this information is also available in the editor by hovering export option names, it can't be quickly searched through.
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.. _doc_exporting_for_web:
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Exporting for the Web
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=====================
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.. seealso::
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This page describes how to export a Godot project to HTML5.
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If you're looking to compile editor or export template binaries from source instead,
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read :ref:`doc_compiling_for_web`.
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HTML5 export allows publishing games made in Godot Engine to the browser.
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This requires support for `WebAssembly
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<https://webassembly.org/>`__ and `WebGL 2.0 <https://www.khronos.org/webgl/>`__
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in the user's browser.
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.. attention::
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Projects written in C# using Godot 4 currently cannot be exported to the
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web. See `this blog post <https://godotengine.org/article/platform-state-in-csharp-for-godot-4-2/#web>`__
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for more information.
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To use C# on web platforms, use Godot 3 instead.
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.. tip::
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Use the browser-integrated developer console, usually opened
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with :kbd:`F12` or :kbd:`Ctrl + Shift + I` (:kbd:`Cmd + Option + I` on macOS), to view
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**debug information** like JavaScript, engine, and WebGL errors.
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If the shortcut doesn't work, it's because Godot actually captures the input.
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You can still open the developer console by accessing the browser's menu.
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.. note::
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Due to security concerns with ``SharedArrayBuffer`` due to various exploits,
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the use of multiple threads for the Web platform has multiple drawbacks,
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including requiring specific server-side headers and complete cross-origin isolation
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(meaning no ads, nor third-party integrations on the website hosting your game).
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Since Godot 4.3, Godot supports exporting your game on a single thread, which
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solves this issue. While it has some drawbacks on its own (it cannot use threads, and is
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not as performant as the multi-threaded export), it doesn't require as much overhead to install.
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It is also more compatible overall with stores like `itch.io <https://itch.io/>`__ or Web publishers like
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`Poki <https://poki.com/>`__ or `CrazyGames <https://crazygames.com/>`__. The single-threaded export
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works very well on macOS and iOS too, where it always had compatibility issues with multiple threads
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exports.
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For these reasons, it is the preferred and now default way to export your games on the Web.
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For more information, see `this blog post about single-threaded Web export
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<https://godotengine.org/article/progress-report-web-export-in-4-3/#single-threaded-web-export>`__.
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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 export <https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aplatform%3Aweb>`__
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for a list of known bugs.
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Export file name
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----------------
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We suggest users to export their Web projects with ``index.html`` as the file name.
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``index.html`` is usually the default file loaded by web servers when accessing the
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parent directory, usually hiding the name of that file.
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.. attention::
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The Godot 4 Web export expects some files to be named the same name as the one set in the
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initial export. Some issues could occur if some exported files are renamed, including the
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main HTML file.
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WebGL version
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-------------
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Godot 4.0 and later can only target WebGL 2.0 (using the Compatibility rendering
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method). Forward+/Mobile are not supported on the web platform, as these
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rendering methods are designed around modern low-level graphics APIs. Godot
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currently does not support WebGPU, which is a prerequisite for allowing
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Forward+/Mobile to run on the web platform.
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See `Can I use WebGL 2.0 <https://caniuse.com/webgl2>`__ for a list of browser
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versions supporting WebGL 2.0. Note that Safari has several issues with WebGL
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2.0 support that other browsers don't have, so we recommend using a
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Chromium-based browser or Firefox if possible.
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Mobile considerations
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---------------------
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The Web export can run on mobile platforms with some caveats. While native
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:ref:`Android <doc_exporting_for_android>` and :ref:`iOS <doc_exporting_for_ios>`
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exports will always perform better by a significant margin, the Web export
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allows people to run your project without going through app stores.
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Remember that CPU and GPU performance is at a premium when running on mobile devices.
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This is even more the case when running a project exported to Web (as it's
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WebAssembly instead of native code). See :ref:`doc_performance` section of the
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documentation for advice on optimizing your project. If your project runs on
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platforms other than Web, you can use :ref:`doc_feature_tags` to apply
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low-end-oriented settings when running the project exported to Web.
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To speed up loading times on mobile devices, you should also
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:ref:`compile an optimized export template <doc_optimizing_for_size>`
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with unused features disabled. Depending on the features used by your project,
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this can reduce the size of the WebAssembly payload significantly,
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making it faster to download and initialize (even when cached).
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.. _doc_exporting_for_web_audio_playback:
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Audio playback
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--------------
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Since Godot 4.3, audio playback is done using the Web Audio API on the web
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platform. This **Sample** playback mode allows for low latency even when the
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project is exported without thread support, but it has several limitations:
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- AudioEffects are not supported.
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- :ref:`Reverberation and doppler <doc_audio_streams_reverb_buses>` effects are not supported.
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- Procedural audio generation is not supported.
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- Positional audio may not always work correctly depending on the node's properties.
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To use Godot's own audio playback system on the web platform, you can change the
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default playback mode using the **Audio > General > Default Playback Type.web**
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project setting, or change the **Playback Type** property to **Stream** on an
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:ref:`class_AudioStreamPlayer`, :ref:`class_AudioStreamPlayer2D` or
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:ref:`class_AudioStreamPlayer3D` node. This leads to increased latency
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(especially when thread support is disabled), but it allows the full suite
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of Godot's audio features to work.
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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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If your project uses GDExtension **Extension Support** needs to be enabled.
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If you plan to use :ref:`VRAM compression <doc_importing_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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.. _doc_exporting_for_web_thread_extension_support:
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Thread and extension support
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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If **Thread Support** is enabled, the exported project will be able to
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:ref:`make use of multithreading <doc_using_multiple_threads>` to improve
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performance. This also allows for low-latency audio playback
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when the playback type is set to **Stream** (instead of the default **Sample**
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that is used in web exports). Enabling this feature requires the use of
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cross-origin isolation headers, which are described in the
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:ref:`doc_exporting_for_web_serving_the_files` section below.
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If **Extensions Support** is enabled, :ref:`GDExtensions <doc_what_is_gdextension>`
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will be able to be loaded. Note that GDExtensions still need to be specifically
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compiled for the web platform to work. Like thread support, enabling this feature
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requires the use of cross-origin isolation headers.
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Exporting as a Progressive Web App (PWA)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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If **Progressive Web App > Enable** is enabled, it will have several effects:
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- Configure high-resolution icons, a display mode and screen orientation. These
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are configured at the end of the Progressive Web App section in the export
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options. These options are used if the user adds the project to their device's
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homescreen, which is common on mobile platforms. This is also supported on
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desktop platforms, albeit in a more limited capacity.
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- Allow the project to be loaded without an Internet connection if it has been
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loaded at least once beforehand. This works thanks to the *service worker*
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that is installed when the project is first loaded in the user's browser. This
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service worker provides a local fallback when no Internet connection is
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available.
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- Note that web browsers can choose to evict the cached data if the user runs
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low on disk space, or if the user hasn't opened the project for a while.
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To ensure data is cached for a longer duration, the user can bookmark the page,
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or ideally add it to their device's home screen.
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- If the offline data is not available because it was evicted from the cache,
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you can configure an **Offline Page** that will be displayed in this case.
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The page must be in HTML format and will be saved on the client's machine
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the first time the project is loaded.
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- Ensure cross-origin isolation headers are always present, even if the web
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server hasn't been configured to send them. This allows exports with threads
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enabled to work when hosted on any website, even if there is no way for you to
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control the headers it sends.
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- This behavior can be disabled by unchecking **Enable Cross Origin Isolation Headers**
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in the Progressive Web App section.
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Limitations
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-----------
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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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Using cookies for data persistence
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Users must **allow cookies** (specifically IndexedDB) if persistence of the
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``user://`` file system is desired. When playing a game presented in an
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``iframe``, **third-party** cookies must also be enabled. Incognito/private
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browsing mode also prevents persistence.
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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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Background processing
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~~~~~~~~~~~~~~~~~~~~~
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The project will be paused by the browser when the tab is no longer the active
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tab in the user's browser. This means functions such as ``_process()`` and
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``_physics_process()`` will no longer run until the tab is made active again by
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the user (by switching back to the tab). This can cause networked games to
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disconnect if the user switches tabs for a long duration.
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This limitation does not apply to unfocused browser *windows*. Therefore, on the
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user's side, this can be worked around by running the project in a separate
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*window* instead of a separate tab.
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Full screen and mouse capture
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Browsers do not allow arbitrarily **entering full screen**. The same goes for
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**capturing the cursor**. Instead, these actions have to occur as a response to
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a JavaScript input event. In Godot, this means entering full screen from within
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a pressed input event callback such as ``_input`` or ``_unhandled_input``.
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Querying the :ref:`class_Input` singleton is not sufficient, the relevant
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input event must currently be active.
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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
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~~~~~
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Some browsers restrict autoplay for audio on websites. The easiest way around this limitation is to request the
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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.
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.. seealso:: Google offers additional information about their `Web Audio autoplay
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policies <https://www.chromium.org/audio-video/autoplay/>`__.
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Apple's Safari team also posted additional information about their `Auto-Play Policy Changes for macOS
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<https://webkit.org/blog/7734/auto-play-policy-changes-for-macos/>`__.
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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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.. warning::
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Since Godot 4.3, by default Web exports will use samples instead of streams
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to play audio.
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This is due to the way browsers prefer to play audio and the lack of processing power
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available when exporting Web games with the **Use Threads** export option off.
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Please note that audio effects aren't yet implemented for samples.
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Networking
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~~~~~~~~~~
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.. UPDATE: Not implemented. When low-level networking is implemented, remove
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.. this paragraph.
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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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- Cannot progress more than once per frame, so polling in a loop will freeze
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- No chunked responses
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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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Clipboard
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~~~~~~~~~
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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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.. _doc_exporting_for_web_serving_the_files:
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Serving the files
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-----------------
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Exporting for the web generates several files to be served from a web server,
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including a default HTML page for presentation. A custom HTML file can be
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used, see :ref:`doc_customizing_html5_shell`.
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.. warning::
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Only when exporting with **Use Threads**, to ensure low audio latency and the
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ability to use :ref:`class_Thread` in web exports, Godot 4 web exports use
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`SharedArrayBuffer <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`__.
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This requires a :ref:`secure context <doc_javascript_secure_contexts>`,
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while also requiring the following CORS headers to be set when serving the files:
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::
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Cross-Origin-Opener-Policy: same-origin
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Cross-Origin-Embedder-Policy: require-corp
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If you don't control the web server or are unable to add response headers,
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check **Progressive Web App > Enable** in the export options. This applies
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a service worker-based workaround that allows the project to run by
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simulating the presence of these response headers. A secure context
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is still required in this case.
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If the client doesn't receive the required response headers or the service
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worker-based workaround is not applied, **the project will not run**.
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The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache
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servers and can be renamed to e.g. ``index.html`` at any time. Its name is
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never depended on by default.
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The HTML page draws the game at maximum size within the browser window.
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This way, it can be inserted into an ``<iframe>`` with the game's size, as is
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common on most web game hosting sites.
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The other exported files are served as they are, next to the ``.html`` file,
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names unchanged. The ``.wasm`` file is a binary WebAssembly module implementing
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the engine. The ``.pck`` file is the Godot main pack containing your game. The
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``.js`` file contains start-up code and is used by the ``.html`` file to access
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the engine. The ``.png`` file contains the boot splash image.
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The ``.pck`` file is binary, usually delivered with the MIME-type
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:mimetype:`application/octet-stream`. The ``.wasm`` file is delivered as
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:mimetype:`application/wasm`.
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.. warning::
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Delivering the WebAssembly module (``.wasm``) with a MIME-type
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other than :mimetype:`application/wasm` can prevent some start-up
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optimizations.
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Delivering the files with server-side compression is recommended especially for
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the ``.pck`` and ``.wasm`` files, which are usually large in size. The
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WebAssembly module compresses particularly well, down to around a quarter of its
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original size with gzip compression. Consider using Brotli precompression if
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supported on your web server for further file size savings.
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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://docs.gitlab.com/user/project/pages/introduction/#serving-compressed-assets>`__)
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.. tip::
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The Godot repository includes a
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`Python script to host a local web server <https://raw.githubusercontent.com/godotengine/godot/master/platform/web/serve.py>`__.
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This script is intended for testing the web editor, but it can also be used to test exported projects.
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Save the linked script to a file called ``serve.py``, move this file to the
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folder containing the exported project's ``index.html``, then run the
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following command in a command prompt within the same folder:
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::
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# You may need to replace `python` with `python3` on some platforms.
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python serve.py --root .
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On Windows, you can open a command prompt in the current folder by holding
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:kbd:`Shift` and right-clicking on empty space in Windows Explorer, then
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choosing **Open PowerShell window here**.
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This will serve the contents of the current folder and open the default web
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browser automatically.
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Note that for production use cases, this Python-based web server should not
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be used. Instead, you should use an established web server such as Apache or
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nginx.
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Interacting with the browser and JavaScript
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-------------------------------------------
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See the :ref:`dedicated page <doc_web_javascript_bridge>` on how to interact
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with JavaScript and access some unique Web browser features.
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Environment variables
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---------------------
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You can use the following environment variables to set export options outside of
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the editor. During the export process, these override the values that you set in
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the export menu.
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.. list-table:: HTML5 export environment variables
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:header-rows: 1
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* - Export option
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- Environment variable
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* - Encryption / Encryption Key
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- ``GODOT_SCRIPT_ENCRYPTION_KEY``
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Export options
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--------------
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You can find a full list of export options available in the
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:ref:`class_EditorExportPlatformWeb` class reference.
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