exporting_for_web.rst 15 KB

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  1. .. _doc_exporting_for_web:
  2. Exporting for the Web
  3. =====================
  4. .. seealso::
  5. This page describes how to export a Godot project to HTML5.
  6. If you're looking to compile editor or export template binaries from source instead,
  7. read :ref:`doc_compiling_for_web`.
  8. HTML5 export allows publishing games made in Godot Engine to the browser.
  9. This requires support for `WebAssembly
  10. <https://webassembly.org/>`__, `WebGL <https://www.khronos.org/webgl/>`__ and
  11. `SharedArrayBuffer <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`_
  12. in the user's browser.
  13. .. attention::
  14. Projects written in C# using Godot 4 currently cannot be exported to the
  15. web. To use C# on web platforms, use Godot 3 instead.
  16. .. important:: Use the browser-integrated developer console, usually opened
  17. with :kbd:`F12`, to view **debug information** like JavaScript,
  18. engine, and WebGL errors.
  19. .. attention::
  20. Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs
  21. with SharedArrayBuffer and WebGL 2.0. We recommend using
  22. :ref:`macOS <doc_exporting_for_macos>` and :ref:`iOS <doc_exporting_for_ios>`
  23. native export functionality instead, as it will also result in better performance.
  24. Godot 3's HTML5 exports are more compatible with various browsers in
  25. general, especially when using the GLES2 rendering backend (which only
  26. requires WebGL 1.0).
  27. .. warning:: SharedArrayBuffer requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  28. Browsers also require that the web page is served with specific
  29. `cross-origin isolation headers <https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/Cross-Origin-Embedder-Policy>`__.
  30. .. note::
  31. If you use Linux, due to
  32. `poor Firefox WebGL performance <https://bugzilla.mozilla.org/show_bug.cgi?id=1010527>`__,
  33. it's recommended to play the exported project using a Chromium-based browser
  34. instead of Firefox.
  35. WebGL version
  36. -------------
  37. Godot 4.0 and later can only target WebGL 2.0 (using the Compatibility rendering
  38. method). There is no stable way to run Vulkan applications on the web yet.
  39. See `Can I use WebGL 2.0 <https://caniuse.com/webgl2>`__ for a list of browser
  40. versions supporting WebGL 2.0. Note that Safari has several issues with WebGL
  41. 2.0 support that other browsers don't have, so we recommend using a
  42. Chromium-based browser or Firefox if possible.
  43. .. _doc_javascript_export_options:
  44. Export options
  45. --------------
  46. If a runnable web export template is available, a button appears between the
  47. *Stop scene* and *Play edited Scene* buttons in the editor to quickly open the
  48. game in the default browser for testing.
  49. If you plan to use :ref:`VRAM compression <doc_importing_images>` make sure that
  50. **Vram Texture Compression** is enabled for the targeted platforms (enabling
  51. both **For Desktop** and **For Mobile** will result in a bigger, but more
  52. compatible export).
  53. If a path to a **Custom HTML shell** file is given, it will be used instead of
  54. the default HTML page. See :ref:`doc_customizing_html5_shell`.
  55. **Head Include** is appended into the ``<head>`` element of the generated
  56. HTML page. This allows to, for example, load webfonts and third-party
  57. JavaScript APIs, include CSS, or run JavaScript code.
  58. .. important:: Each project must generate their own HTML file. On export,
  59. several text placeholders are replaced in the generated HTML
  60. file specifically for the given export options. Any direct
  61. modifications to that HTML file will be lost in future exports.
  62. To customize the generated file, use the **Custom HTML shell**
  63. option.
  64. Limitations
  65. -----------
  66. For security and privacy reasons, many features that work effortlessly on
  67. native platforms are more complicated on the web platform. Following is a list
  68. of limitations you should be aware of when porting a Godot game to the web.
  69. .. _doc_javascript_secure_contexts:
  70. .. important:: Browser vendors are making more and more functionalities only
  71. available in `secure contexts <https://developer.mozilla.org/en-US/docs/Web/Security/Secure_Contexts>`_,
  72. this means that such features are only be available if the web
  73. page is served via a secure HTTPS connection (localhost is
  74. usually exempt from such requirement).
  75. .. tip:: Check the `list of open HTML5 issues on GitHub
  76. <https://github.com/godotengine/godot/issues?q=is:open+is:issue+label:platform:web>`__
  77. to see if the functionality you're interested in has an issue yet. If
  78. not, open one to communicate your interest.
  79. Using cookies for data persistence
  80. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  81. Users must **allow cookies** (specifically IndexedDB) if persistence of the
  82. ``user://`` file system is desired. When playing a game presented in an
  83. ``iframe``, **third-party** cookies must also be enabled. Incognito/private
  84. browsing mode also prevents persistence.
  85. The method ``OS.is_userfs_persistent()`` can be used to check if the
  86. ``user://`` file system is persistent, but can give false positives in some
  87. cases.
  88. Background processing
  89. ~~~~~~~~~~~~~~~~~~~~~
  90. The project will be paused by the browser when the tab is no longer the active
  91. tab in the user's browser. This means functions such as ``_process()`` and
  92. ``_physics_process()`` will no longer run until the tab is made active again by
  93. the user (by switching back to the tab). This can cause networked games to
  94. disconnect if the user switches tabs for a long duration.
  95. This limitation does not apply to unfocused browser *windows*. Therefore, on the
  96. user's side, this can be worked around by running the project in a separate
  97. *window* instead of a separate tab.
  98. Full screen and mouse capture
  99. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  100. Browsers do not allow arbitrarily **entering full screen**. The same goes for
  101. **capturing the cursor**. Instead, these actions have to occur as a response to
  102. a JavaScript input event. In Godot, this means entering full screen from within
  103. a pressed input event callback such as ``_input`` or ``_unhandled_input``.
  104. Querying the :ref:`class_Input` singleton is not sufficient, the relevant
  105. input event must currently be active.
  106. For the same reason, the full screen project setting doesn't work unless the
  107. engine is started from within a valid input event handler. This requires
  108. :ref:`customization of the HTML page <doc_customizing_html5_shell>`.
  109. Audio
  110. ~~~~~
  111. Chrome restricts how websites may play audio. It may be necessary for the
  112. player to click or tap or press a key to enable audio.
  113. .. seealso:: Google offers additional information about their `Web Audio autoplay
  114. policies <https://sites.google.com/a/chromium.org/dev/audio-video/autoplay>`__.
  115. .. warning:: Access to microphone requires a
  116. :ref:`secure context <doc_javascript_secure_contexts>`.
  117. Networking
  118. ~~~~~~~~~~
  119. Low level networking is not implemented due to lacking support in browsers.
  120. Currently, only :ref:`HTTP client <doc_http_client_class>`,
  121. :ref:`HTTP requests <doc_http_request_class>`,
  122. :ref:`WebSocket (client) <doc_websocket>` and :ref:`WebRTC <doc_webrtc>` are
  123. supported.
  124. The HTTP classes also have several restrictions on the HTML5 platform:
  125. - Accessing or changing the ``StreamPeer`` is not possible
  126. - Threaded/Blocking mode is not available
  127. - Cannot progress more than once per frame, so polling in a loop will freeze
  128. - No chunked responses
  129. - Host verification cannot be disabled
  130. - Subject to `same-origin policy <https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy>`__
  131. Clipboard
  132. ~~~~~~~~~
  133. Clipboard synchronization between engine and the operating system requires a
  134. browser supporting the `Clipboard API <https://developer.mozilla.org/en-US/docs/Web/API/Clipboard_API>`__,
  135. additionally, due to the API asynchronous nature might not be reliable when
  136. accessed from GDScript.
  137. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  138. Gamepads
  139. ~~~~~~~~
  140. Gamepads will not be detected until one of their button is pressed. Gamepads
  141. might have the wrong mapping depending on the browser/OS/gamepad combination,
  142. sadly the `Gamepad API <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API>`__
  143. does not provide a reliable way to detect the gamepad information necessary
  144. to remap them based on model/vendor/OS due to privacy considerations.
  145. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  146. Boot splash is not displayed
  147. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  148. The default HTML page does not display the boot splash while loading. However,
  149. the image is exported as a PNG file, so :ref:`custom HTML pages <doc_customizing_html5_shell>`
  150. can display it.
  151. Serving the files
  152. -----------------
  153. Exporting for the web generates several files to be served from a web server,
  154. including a default HTML page for presentation. A custom HTML file can be
  155. used, see :ref:`doc_customizing_html5_shell`.
  156. The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache
  157. servers and can be renamed to e.g. ``index.html`` at any time, its name is
  158. never depended on by default.
  159. The HTML page draws the game at maximum size within the browser window.
  160. This way it can be inserted into an ``<iframe>`` with the game's size, as is
  161. common on most web game hosting sites.
  162. The other exported files are served as they are, next to the ``.html`` file,
  163. names unchanged. The ``.wasm`` file is a binary WebAssembly module implementing
  164. the engine. The ``.pck`` file is the Godot main pack containing your game. The
  165. ``.js`` file contains start-up code and is used by the ``.html`` file to access
  166. the engine. The ``.png`` file contains the boot splash image. It is not used in
  167. the default HTML page, but is included for
  168. :ref:`custom HTML pages <doc_customizing_html5_shell>`.
  169. The ``.pck`` file is binary, usually delivered with the MIME-type
  170. :mimetype:`application/octet-stream`. The ``.wasm`` file is delivered as
  171. :mimetype:`application/wasm`.
  172. .. caution:: Delivering the WebAssembly module (``.wasm``) with a MIME-type
  173. other than :mimetype:`application/wasm` can prevent some start-up
  174. optimizations.
  175. Delivering the files with server-side compression is recommended especially for
  176. the ``.pck`` and ``.wasm`` files, which are usually large in size.
  177. The WebAssembly module compresses particularly well, down to around a quarter
  178. of its original size with gzip compression.
  179. **Hosts that provide on-the-fly compression:** GitHub Pages (gzip)
  180. **Hosts that don't provide on-the-fly compression:** itch.io, GitLab Pages
  181. (`supports manual gzip precompression <https://webd97.de/post/gitlab-pages-compression/>`__)
  182. .. tip::
  183. The Godot repository includes a
  184. `Python script to host a local web server <https://raw.githubusercontent.com/godotengine/godot/master/platform/web/serve.py>`__.
  185. This script is intended for testing the web editor, but it can also be used to test exported projects.
  186. Save the linked script to a file called ``serve.py``, move this file to the
  187. folder containing the exported project's ``index.html``, then run the
  188. following command in a command prompt within the same folder:
  189. ::
  190. # You may need to replace `python` with `python3` on some platforms.
  191. python serve.py --root .
  192. On Windows, you can open a command prompt in the current folder by holding
  193. :kbd:`Shift` and right-clicking on empty space in Windows Explorer, then
  194. choosing **Open PowerShell window here**.
  195. This will serve the contents of the current folder and open the default web
  196. browser automatically.
  197. Note that for production use cases, this Python-based web server should not
  198. be used. Instead, you should use an established web server such as Apache or
  199. nginx.
  200. .. _doc_javascript_eval:
  201. Calling JavaScript from script
  202. ------------------------------
  203. In web builds, the ``JavaScriptBridge`` singleton is implemented. It offers a single
  204. method called ``eval`` that works similarly to the JavaScript function of the
  205. same name. It takes a string as an argument and executes it as JavaScript code.
  206. This allows interacting with the browser in ways not possible with script
  207. languages integrated into Godot.
  208. .. tabs::
  209. .. code-tab:: gdscript
  210. func my_func():
  211. JavaScriptBridge.eval("alert('Calling JavaScript per GDScript!');")
  212. .. code-tab:: csharp
  213. private void MyFunc()
  214. {
  215. JavaScriptBridge.Eval("alert('Calling JavaScript per C#!');")
  216. }
  217. The value of the last JavaScript statement is converted to a GDScript value and
  218. returned by ``eval()`` under certain circumstances:
  219. * JavaScript ``number`` is returned as :ref:`class_float`
  220. * JavaScript ``boolean`` is returned as :ref:`class_bool`
  221. * JavaScript ``string`` is returned as :ref:`class_String`
  222. * JavaScript ``ArrayBuffer``, ``TypedArray`` and ``DataView`` are returned as :ref:`PackedByteArray<class_PackedByteArray>`
  223. .. tabs::
  224. .. code-tab:: gdscript
  225. func my_func2():
  226. var js_return = JavaScriptBridge.eval("var myNumber = 1; myNumber + 2;")
  227. print(js_return) # prints '3.0'
  228. .. code-tab:: csharp
  229. private void MyFunc2()
  230. {
  231. var jsReturn = JavaScriptBridge.Eval("var myNumber = 1; myNumber + 2;");
  232. GD.Print(jsReturn); // prints '3.0'
  233. }
  234. Any other JavaScript value is returned as ``null``.
  235. HTML5 export templates may be :ref:`built <doc_compiling_for_web>` without
  236. support for the singleton to improve security. With such templates, and on
  237. platforms other than HTML5, calling ``JavaScriptBridge.eval`` will also return
  238. ``null``. The availability of the singleton can be checked with the
  239. ``web`` :ref:`feature tag <doc_feature_tags>`:
  240. .. tabs::
  241. .. code-tab:: gdscript
  242. func my_func3():
  243. if OS.has_feature('web'):
  244. JavaScriptBridge.eval("""
  245. console.log('The JavaScriptBridge singleton is available')
  246. """)
  247. else:
  248. print("The JavaScriptBridge singleton is NOT available")
  249. .. code-tab:: csharp
  250. private void MyFunc3()
  251. {
  252. if (OS.HasFeature("web"))
  253. {
  254. JavaScriptBridge.Eval("console.log('The JavaScriptBridge singleton is available')");
  255. }
  256. else
  257. {
  258. GD.Print("The JavaScriptBridge singleton is NOT available");
  259. }
  260. }
  261. .. tip:: GDScript's multi-line strings, surrounded by 3 quotes ``"""`` as in
  262. ``my_func3()`` above, are useful to keep JavaScript code readable.
  263. The ``eval`` method also accepts a second, optional Boolean argument, which
  264. specifies whether to execute the code in the global execution context,
  265. defaulting to ``false`` to prevent polluting the global namespace:
  266. .. tabs::
  267. .. code-tab:: gdscript
  268. func my_func4():
  269. # execute in global execution context,
  270. # thus adding a new JavaScript global variable `SomeGlobal`
  271. JavaScriptBridge.eval("var SomeGlobal = {};", true)
  272. .. code-tab:: csharp
  273. private void MyFunc4()
  274. {
  275. // execute in global execution context,
  276. // thus adding a new JavaScript global variable `SomeGlobal`
  277. JavaScriptBridge.Eval("var SomeGlobal = {};", true);
  278. }
  279. Environment variables
  280. ---------------------
  281. You can use the following environment variables to set export options outside of
  282. the editor. During the export process, these override the values that you set in
  283. the export menu.
  284. .. list-table:: HTML5 export environment variables
  285. :header-rows: 1
  286. * - Export option
  287. - Environment variable
  288. * - Encryption / Encryption Key
  289. - GODOT_SCRIPT_ENCRYPTION_KEY