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godot-docs/tutorials/export/exporting_for_web.rst

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.. _doc_exporting_for_web:
Exporting for the Web
=====================
.. seealso::
This page describes how to export a Godot project to HTML5.
If you're looking to compile editor or export template binaries from source instead,
read :ref:`doc_compiling_for_web`.
HTML5 export allows publishing games made in Godot Engine to the browser.
This requires support for `WebAssembly
<https://webassembly.org/>`__, `WebGL <https://www.khronos.org/webgl/>`__ and
`SharedArrayBuffer <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`_
in the user's browser.
.. attention::
Projects written in C# using Godot 4 currently cannot be exported to the
web. To use C# on web platforms, use Godot 3 instead.
.. important:: Use the browser-integrated developer console, usually opened
with :kbd:`F12`, to view **debug information** like JavaScript,
engine, and WebGL errors.
.. attention::
Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs
with SharedArrayBuffer and WebGL 2.0. We recommend using
:ref:`macOS <doc_exporting_for_macos>` and :ref:`iOS <doc_exporting_for_ios>`
native export functionality instead, as it will also result in better performance.
Godot 3's HTML5 exports are more compatible with various browsers in
general, especially when using the GLES2 rendering backend (which only
requires WebGL 1.0).
.. warning:: SharedArrayBuffer requires a :ref:`secure context <doc_javascript_secure_contexts>`.
Browsers also require that the web page is served with specific
`cross-origin isolation headers <https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/Cross-Origin-Embedder-Policy>`__.
.. note::
If you use Linux, due to
`poor Firefox WebGL performance <https://bugzilla.mozilla.org/show_bug.cgi?id=1010527>`__,
it's recommended to play the exported project using a Chromium-based browser
instead of Firefox.
WebGL version
-------------
Godot 4.0 and later can only target WebGL 2.0 (using the Compatibility rendering
method). There is no stable way to run Vulkan applications on the web yet.
See `Can I use WebGL 2.0 <https://caniuse.com/webgl2>`__ for a list of browser
versions supporting WebGL 2.0. Note that Safari has several issues with WebGL
2.0 support that other browsers don't have, so we recommend using a
Chromium-based browser or Firefox if possible.
.. _doc_javascript_export_options:
Export options
--------------
If a runnable web export template is available, a button appears between the
*Stop scene* and *Play edited Scene* buttons in the editor to quickly open the
game in the default browser for testing.
If you plan to use :ref:`VRAM compression <doc_importing_images>` make sure that
**Vram Texture Compression** is enabled for the targeted platforms (enabling
both **For Desktop** and **For Mobile** will result in a bigger, but more
compatible export).
If a path to a **Custom HTML shell** file is given, it will be used instead of
the default HTML page. See :ref:`doc_customizing_html5_shell`.
**Head Include** is appended into the ``<head>`` element of the generated
HTML page. This allows to, for example, load webfonts and third-party
JavaScript APIs, include CSS, or run JavaScript code.
.. important:: Each project must generate their own HTML file. On export,
several text placeholders are replaced in the generated HTML
file specifically for the given export options. Any direct
modifications to that HTML file will be lost in future exports.
To customize the generated file, use the **Custom HTML shell**
option.
Limitations
-----------
For security and privacy reasons, many features that work effortlessly on
native platforms are more complicated on the web platform. Following is a list
of limitations you should be aware of when porting a Godot game to the web.
.. _doc_javascript_secure_contexts:
.. important:: Browser vendors are making more and more functionalities only
available in `secure contexts <https://developer.mozilla.org/en-US/docs/Web/Security/Secure_Contexts>`_,
this means that such features are only be available if the web
page is served via a secure HTTPS connection (localhost is
usually exempt from such requirement).
.. tip:: Check the `list of open HTML5 issues on GitHub
<https://github.com/godotengine/godot/issues?q=is:open+is:issue+label:platform:web>`__
to see if the functionality you're interested in has an issue yet. If
not, open one to communicate your interest.
Using cookies for data persistence
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Users must **allow cookies** (specifically IndexedDB) if persistence of the
``user://`` file system is desired. When playing a game presented in an
``iframe``, **third-party** cookies must also be enabled. Incognito/private
browsing mode also prevents persistence.
The method ``OS.is_userfs_persistent()`` can be used to check if the
``user://`` file system is persistent, but can give false positives in some
cases.
Background processing
~~~~~~~~~~~~~~~~~~~~~
The project will be paused by the browser when the tab is no longer the active
tab in the user's browser. This means functions such as ``_process()`` and
``_physics_process()`` will no longer run until the tab is made active again by
the user (by switching back to the tab). This can cause networked games to
disconnect if the user switches tabs for a long duration.
This limitation does not apply to unfocused browser *windows*. Therefore, on the
user's side, this can be worked around by running the project in a separate
*window* instead of a separate tab.
Full screen and mouse capture
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Browsers do not allow arbitrarily **entering full screen**. The same goes for
**capturing the cursor**. Instead, these actions have to occur as a response to
a JavaScript input event. In Godot, this means entering full screen from within
a pressed input event callback such as ``_input`` or ``_unhandled_input``.
Querying the :ref:`class_Input` singleton is not sufficient, the relevant
input event must currently be active.
For the same reason, the full screen project setting doesn't work unless the
engine is started from within a valid input event handler. This requires
:ref:`customization of the HTML page <doc_customizing_html5_shell>`.
Audio
~~~~~
Chrome restricts how websites may play audio. It may be necessary for the
player to click or tap or press a key to enable audio.
.. seealso:: Google offers additional information about their `Web Audio autoplay
policies <https://sites.google.com/a/chromium.org/dev/audio-video/autoplay>`__.
.. warning:: Access to microphone requires a
:ref:`secure context <doc_javascript_secure_contexts>`.
Networking
~~~~~~~~~~
Low level networking is not implemented due to lacking support in browsers.
Currently, only :ref:`HTTP client <doc_http_client_class>`,
:ref:`HTTP requests <doc_http_request_class>`,
:ref:`WebSocket (client) <doc_websocket>` and :ref:`WebRTC <doc_webrtc>` are
supported.
The HTTP classes also have several restrictions on the HTML5 platform:
- Accessing or changing the ``StreamPeer`` is not possible
- Threaded/Blocking mode is not available
- Cannot progress more than once per frame, so polling in a loop will freeze
- No chunked responses
- Host verification cannot be disabled
- Subject to `same-origin policy <https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy>`__
Clipboard
~~~~~~~~~
Clipboard synchronization between engine and the operating system requires a
browser supporting the `Clipboard API <https://developer.mozilla.org/en-US/docs/Web/API/Clipboard_API>`__,
additionally, due to the API asynchronous nature might not be reliable when
accessed from GDScript.
.. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
Gamepads
~~~~~~~~
Gamepads will not be detected until one of their button is pressed. Gamepads
might have the wrong mapping depending on the browser/OS/gamepad combination,
sadly the `Gamepad API <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API>`__
does not provide a reliable way to detect the gamepad information necessary
to remap them based on model/vendor/OS due to privacy considerations.
.. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
Boot splash is not displayed
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The default HTML page does not display the boot splash while loading. However,
the image is exported as a PNG file, so :ref:`custom HTML pages <doc_customizing_html5_shell>`
can display it.
Serving the files
-----------------
Exporting for the web generates several files to be served from a web server,
including a default HTML page for presentation. A custom HTML file can be
used, see :ref:`doc_customizing_html5_shell`.
The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache
servers and can be renamed to e.g. ``index.html`` at any time, its name is
never depended on by default.
The HTML page draws the game at maximum size within the browser window.
This way it can be inserted into an ``<iframe>`` with the game's size, as is
common on most web game hosting sites.
The other exported files are served as they are, next to the ``.html`` file,
names unchanged. The ``.wasm`` file is a binary WebAssembly module implementing
the engine. The ``.pck`` file is the Godot main pack containing your game. The
``.js`` file contains start-up code and is used by the ``.html`` file to access
the engine. The ``.png`` file contains the boot splash image. It is not used in
the default HTML page, but is included for
:ref:`custom HTML pages <doc_customizing_html5_shell>`.
The ``.pck`` file is binary, usually delivered with the MIME-type
:mimetype:`application/octet-stream`. The ``.wasm`` file is delivered as
:mimetype:`application/wasm`.
.. caution:: Delivering the WebAssembly module (``.wasm``) with a MIME-type
other than :mimetype:`application/wasm` can prevent some start-up
optimizations.
Delivering the files with server-side compression is recommended especially for
the ``.pck`` and ``.wasm`` files, which are usually large in size.
The WebAssembly module compresses particularly well, down to around a quarter
of its original size with gzip compression.
**Hosts that provide on-the-fly compression:** GitHub Pages (gzip)
**Hosts that don't provide on-the-fly compression:** itch.io, GitLab Pages
(`supports manual gzip precompression <https://webd97.de/post/gitlab-pages-compression/>`__)
.. tip::
The Godot repository includes a
`Python script to host a local web server <https://raw.githubusercontent.com/godotengine/godot/master/platform/web/serve.py>`__.
This script is intended for testing the web editor, but it can also be used to test exported projects.
Save the linked script to a file called ``serve.py``, move this file to the
folder containing the exported project's ``index.html``, then run the
following command in a command prompt within the same folder:
::
# You may need to replace `python` with `python3` on some platforms.
python serve.py --root .
On Windows, you can open a command prompt in the current folder by holding
:kbd:`Shift` and right-clicking on empty space in Windows Explorer, then
choosing **Open PowerShell window here**.
This will serve the contents of the current folder and open the default web
browser automatically.
Note that for production use cases, this Python-based web server should not
be used. Instead, you should use an established web server such as Apache or
nginx.
.. _doc_javascript_eval:
Calling JavaScript from script
------------------------------
In web builds, the ``JavaScriptBridge`` singleton is implemented. It offers a single
method called ``eval`` that works similarly to the JavaScript function of the
same name. It takes a string as an argument and executes it as JavaScript code.
This allows interacting with the browser in ways not possible with script
languages integrated into Godot.
.. tabs::
.. code-tab:: gdscript
func my_func():
JavaScriptBridge.eval("alert('Calling JavaScript per GDScript!');")
.. code-tab:: csharp
private void MyFunc()
{
JavaScriptBridge.Eval("alert('Calling JavaScript per C#!');")
}
The value of the last JavaScript statement is converted to a GDScript value and
returned by ``eval()`` under certain circumstances:
* JavaScript ``number`` is returned as :ref:`class_float`
* JavaScript ``boolean`` is returned as :ref:`class_bool`
* JavaScript ``string`` is returned as :ref:`class_String`
* JavaScript ``ArrayBuffer``, ``TypedArray`` and ``DataView`` are returned as :ref:`PackedByteArray<class_PackedByteArray>`
.. tabs::
.. code-tab:: gdscript
func my_func2():
var js_return = JavaScriptBridge.eval("var myNumber = 1; myNumber + 2;")
print(js_return) # prints '3.0'
.. code-tab:: csharp
private void MyFunc2()
{
var jsReturn = JavaScriptBridge.Eval("var myNumber = 1; myNumber + 2;");
GD.Print(jsReturn); // prints '3.0'
}
Any other JavaScript value is returned as ``null``.
HTML5 export templates may be :ref:`built <doc_compiling_for_web>` without
support for the singleton to improve security. With such templates, and on
platforms other than HTML5, calling ``JavaScriptBridge.eval`` will also return
``null``. The availability of the singleton can be checked with the
``web`` :ref:`feature tag <doc_feature_tags>`:
.. tabs::
.. code-tab:: gdscript
func my_func3():
if OS.has_feature('web'):
JavaScriptBridge.eval("""
console.log('The JavaScriptBridge singleton is available')
""")
else:
print("The JavaScriptBridge singleton is NOT available")
.. code-tab:: csharp
private void MyFunc3()
{
if (OS.HasFeature("web"))
{
JavaScriptBridge.Eval("console.log('The JavaScriptBridge singleton is available')");
}
else
{
GD.Print("The JavaScriptBridge singleton is NOT available");
}
}
.. tip:: GDScript's multi-line strings, surrounded by 3 quotes ``"""`` as in
``my_func3()`` above, are useful to keep JavaScript code readable.
The ``eval`` method also accepts a second, optional Boolean argument, which
specifies whether to execute the code in the global execution context,
defaulting to ``false`` to prevent polluting the global namespace:
.. tabs::
.. code-tab:: gdscript
func my_func4():
# execute in global execution context,
# thus adding a new JavaScript global variable `SomeGlobal`
JavaScriptBridge.eval("var SomeGlobal = {};", true)
.. code-tab:: csharp
private void MyFunc4()
{
// execute in global execution context,
// thus adding a new JavaScript global variable `SomeGlobal`
JavaScriptBridge.Eval("var SomeGlobal = {};", true);
}
Environment variables
---------------------
You can use the following environment variables to set export options outside of
the editor. During the export process, these override the values that you set in
the export menu.
.. list-table:: HTML5 export environment variables
:header-rows: 1
* - Export option
- Environment variable
* - Encryption / Encryption Key
- GODOT_SCRIPT_ENCRYPTION_KEY