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- Merge Community/Contributing and Engine Development into one top-level section, Contributing. - Structure it in a way that gives equal priority to various ways to contribute, including documentation. - Rename several articles to be more comprehensive and in line with the overall state of the documentation. - Rewrite the guide for class reference contributions.
101 lines
3.6 KiB
ReStructuredText
101 lines
3.6 KiB
ReStructuredText
.. _doc_compiling_for_web:
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Compiling for the Web
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=====================
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.. seealso::
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This page describes how to compile HTML5 editor and export template binaries from source.
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If you're looking to export your project to HTML5 instead, read :ref:`doc_exporting_for_web`.
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.. highlight:: shell
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Requirements
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------------
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To compile export templates for the Web, the following is required:
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- `Emscripten 1.39.9+ <https://emscripten.org>`__.
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- `Python 3.5+ <https://www.python.org/>`__.
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- `SCons 3.0+ <https://www.scons.org>`__ build system.
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.. seealso:: To get the Godot source code for compiling, see
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:ref:`doc_getting_source`.
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For a general overview of SCons usage for Godot, see
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:ref:`doc_introduction_to_the_buildsystem`.
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Building export templates
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-------------------------
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Before starting, confirm that ``emcc`` is available in your PATH. This is
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usually configured by the Emscripten SDK, e.g. when invoking ``emsdk activate``
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and ``source ./emsdk_env.sh``/``emsdk_env.bat``.
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Open a terminal and navigate to the root directory of the engine source code.
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Then instruct SCons to build the Web platform. Specify ``target`` as
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either ``template_release`` for a release build or ``template_debug`` for a debug build::
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scons platform=web target=template_release
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scons platform=web target=template_debug
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By default, the :ref:`JavaScript singleton <doc_javascript_eval>` will be built
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into the engine. Official export templates also have the JavaScript singleton
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enabled. Since ``eval()`` calls can be a security concern, the
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``javascript_eval`` option can be used to build without the singleton::
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scons platform=web target=template_release javascript_eval=no
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scons platform=web target=template_debug javascript_eval=no
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The engine will now be compiled to WebAssembly by Emscripten. Once finished,
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the resulting file will be placed in the ``bin`` subdirectory. Its name is
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``godot.web.opt.wasm32.zip`` for release or ``godot.web.opt.debug.wasm32.zip``
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for debug.
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Finally, rename the zip archive to ``web_release.zip`` for the
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release template::
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mv bin/godot.web.opt.wasm32.zip bin/web_release.zip
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And ``web_debug.zip`` for the debug template::
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mv bin/godot.web.opt.debug.wasm32.zip bin/web_debug.zip
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GDExtension
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-----------
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The default export templates do not include GDExtension support for
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performance and compatibility reasons. See the
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:ref:`export page <doc_javascript_export_options>` for more info.
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You can build the export templates using the option ``dlink_enabled=yes``
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to enable GDExtension support::
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scons platform=web dlink_enabled=yes target=template_release
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scons platform=web dlink_enabled=yes target=template_debug
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Once finished, the resulting file will be placed in the ``bin`` subdirectory.
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Its name will have ``_dlink`` added.
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Finally, rename the zip archives to ``web_dlink_release.zip`` and
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``web_dlink_release.zip`` for the release template::
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mv bin/godot.web.opt.wasm32.dlink.zip bin/web_dlink_release.zip
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mv bin/godot.web.opt.debug.wasm32.dlink.zip bin/web_dlink_debug.zip
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Building the editor
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-------------------
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It is also possible to build a version of the Godot editor that can run in the
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browser. The editor version is not recommended
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over the native build. You can build the editor with::
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scons platform=web target=editor
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Once finished, the resulting file will be placed in the ``bin`` subdirectory.
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Its name will be ``godot.web.opt.tools.wasm32.zip``. You can upload the
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zip content to your web server and visit it with your browser to use the editor.
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Refer to the :ref:`export page <doc_javascript_export_options>` for the web
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server requirements.
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