exporting_for_web.rst 20 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/>`__ and `WebGL 2.0 <https://www.khronos.org/webgl/>`__
  11. in the user's browser.
  12. .. attention::
  13. Projects written in C# using Godot 4 currently cannot be exported to the
  14. web. See `this blog post <https://godotengine.org/article/platform-state-in-csharp-for-godot-4-2/#web>`__
  15. for more information.
  16. To use C# on web platforms, use Godot 3 instead.
  17. .. tip::
  18. Use the browser-integrated developer console, usually opened
  19. with :kbd:`F12` or :kbd:`Ctrl + Shift + I` (:kbd:`Cmd + Option + I` on macOS), to view
  20. **debug information** like JavaScript, engine, and WebGL errors.
  21. If the shortcut doesn't work, it's because Godot actually captures the input.
  22. You can still open the developer console by accessing the browser's menu.
  23. .. note::
  24. Due to security concerns with ``SharedArrayBuffer`` due to various exploits,
  25. the use of multiple threads for the Web platform has multiple drawbacks,
  26. including requiring specific server-side headers and complete cross-origin isolation
  27. (meaning no ads, nor third-party integrations on the website hosting your game).
  28. Since Godot 4.3, Godot supports exporting your game on a single thread, which
  29. solves this issue. While it has some drawbacks on its own (it cannot use threads, and is
  30. not as performant as the multi-threaded export), it doesn't require as much overhead to install.
  31. It is also more compatible overall with stores like `itch.io <https://itch.io/>` or Web publishers like
  32. `Poki <https://poki.com/>`__ or `CrazyGames <https://crazygames.com/>`__. The single-threaded export
  33. works very well on macOS and iOS too, where it always had compatibility issues with multiple threads
  34. exports.
  35. For these reasons, it is the preferred and now default way to export your games on the Web.
  36. For more information, see `this blog post about single-threaded Web export
  37. <https://godotengine.org/article/progress-report-web-export-in-4-3/#single-threaded-web-export>`__.
  38. .. seealso::
  39. See the
  40. `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>`__
  41. for a list of known bugs.
  42. Export file name
  43. ----------------
  44. We suggest users to export their Web projects with ``index.html`` as the file name.
  45. ``index.html`` is usually the default file loaded by web servers when accessing the
  46. parent directory, usually hiding the name of that file.
  47. .. attention::
  48. The Godot 4 Web export expects some files to be named the same name as the one set in the
  49. initial export. Some issues could occur if some exported files are renamed, including the
  50. main HTML file.
  51. WebGL version
  52. -------------
  53. Godot 4.0 and later can only target WebGL 2.0 (using the Compatibility rendering
  54. method). Forward+/Mobile are not supported on the web platform, as these
  55. rendering methods are designed around modern low-level graphics APIs. Godot
  56. currently does not support WebGPU, which is a prerequisite for allowing
  57. Forward+/Mobile to run on the web platform.
  58. See `Can I use WebGL 2.0 <https://caniuse.com/webgl2>`__ for a list of browser
  59. versions supporting WebGL 2.0. Note that Safari has several issues with WebGL
  60. 2.0 support that other browsers don't have, so we recommend using a
  61. Chromium-based browser or Firefox if possible.
  62. Mobile considerations
  63. ---------------------
  64. The Web export can run on mobile platforms with some caveats. While native
  65. :ref:`Android <doc_exporting_for_android>` and :ref:`iOS <doc_exporting_for_ios>`
  66. exports will always perform better by a significant margin, the Web export
  67. allows people to run your project without going through app stores.
  68. Remember that CPU and GPU performance is at a premium when running on mobile devices.
  69. This is even more the case when running a project exported to Web (as it's
  70. WebAssembly instead of native code). See :ref:`doc_performance` section of the
  71. documentation for advice on optimizing your project. If your project runs on
  72. platforms other than Web, you can use :ref:`doc_feature_tags` to apply
  73. low-end-oriented settings when running the project exported to Web.
  74. To speed up loading times on mobile devices, you should also
  75. :ref:`compile an optimized export template <doc_optimizing_for_size>`
  76. with unused features disabled. Depending on the features used by your project,
  77. this can reduce the size of the WebAssembly payload significantly,
  78. making it faster to download and initialize (even when cached).
  79. .. _doc_exporting_for_web_audio_playback:
  80. Audio playback
  81. --------------
  82. Since Godot 4.3, audio playback is done using the Web Audio API on the web
  83. platform. This **Sample** playback mode allows for low latency even when the
  84. project is exported without thread support, but it has several limitations:
  85. - AudioEffects are not supported.
  86. - :ref:`Reverberation and doppler <doc_audio_streams_reverb_buses>` effects are not supported.
  87. - Procedural audio generation is not supported.
  88. - Positional audio may not always work correctly depending on the node's properties.
  89. To use Godot's own audio playback system on the web platform, you can change the
  90. default playback mode using the **Audio > General > Default Playback Type.web**
  91. project setting, or change the **Playback Type** property to **Stream** on an
  92. :ref:`class_AudioStreamPlayer`, :ref:`class_AudioStreamPlayer2D` or
  93. :ref:`class_AudioStreamPlayer3D` node. This leads to increased latency
  94. (especially when thread support is disabled), but it allows the full suite
  95. of Godot's audio features to work.
  96. .. _doc_javascript_export_options:
  97. Export options
  98. --------------
  99. If a runnable web export template is available, a button appears between the
  100. *Stop scene* and *Play edited Scene* buttons in the editor to quickly open the
  101. game in the default browser for testing.
  102. If your project uses GDExtension **Extension Support** needs to be enabled.
  103. If you plan to use :ref:`VRAM compression <doc_importing_images>` make sure that
  104. **VRAM Texture Compression** is enabled for the targeted platforms (enabling
  105. both **For Desktop** and **For Mobile** will result in a bigger, but more
  106. compatible export).
  107. If a path to a **Custom HTML shell** file is given, it will be used instead of
  108. the default HTML page. See :ref:`doc_customizing_html5_shell`.
  109. **Head Include** is appended into the ``<head>`` element of the generated
  110. HTML page. This allows to, for example, load webfonts and third-party
  111. JavaScript APIs, include CSS, or run JavaScript code.
  112. .. important:: Each project must generate their own HTML file. On export,
  113. several text placeholders are replaced in the generated HTML
  114. file specifically for the given export options. Any direct
  115. modifications to that HTML file will be lost in future exports.
  116. To customize the generated file, use the **Custom HTML shell**
  117. option.
  118. .. _doc_exporting_for_web_thread_extension_support:
  119. Thread and extension support
  120. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  121. If **Thread Support** is enabled, the exported project will be able to
  122. :ref:`make use of multithreading <doc_using_multiple_threads>` to improve
  123. performance. This also allows for low-latency audio playback
  124. when the playback type is set to **Stream** (instead of the default **Sample**
  125. that is used in web exports). Enabling this feature requires the use of
  126. cross-origin isolation headers, which are described in the
  127. :ref:`doc_exporting_for_web_serving_the_files` section below.
  128. If **Extensions Support** is enabled, :ref:`GDExtensions <doc_what_is_gdextension>`
  129. will be able to be loaded. Note that GDExtensions still need to be specifically
  130. compiled for the web platform to work. Like thread support, enabling this feature
  131. requires the use of cross-origin isolation headers.
  132. Exporting as a Progressive Web App (PWA)
  133. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  134. If **Progressive Web App > Enable** is enabled, it will have several effects:
  135. - Configure high-resolution icons, a display mode and screen orientation. These
  136. are configured at the end of the Progressive Web App section in the export
  137. options. These options are used if the user adds the project to their device's
  138. homescreen, which is common on mobile platforms. This is also supported on
  139. desktop platforms, albeit in a more limited capacity.
  140. - Allow the project to be loaded without an Internet connection if it has been
  141. loaded at least once beforehand. This works thanks to the *service worker*
  142. that is installed when the project is first loaded in the user's browser. This
  143. service worker provides a local fallback when no Internet connection is
  144. available.
  145. - Note that web browsers can choose to evict the cached data if the user runs
  146. low on disk space, or if the user hasn't opened the project for a while.
  147. To ensure data is cached for a longer duration, the user can bookmark the page,
  148. or ideally add it to their device's home screen.
  149. - If the offline data is not available because it was evicted from the cache,
  150. you can configure an **Offline Page** that will be displayed in this case.
  151. The page must be in HTML format and will be saved on the client's machine
  152. the first time the project is loaded.
  153. - Ensure cross-origin isolation headers are always present, even if the web
  154. server hasn't been configured to send them. This allows exports with threads
  155. enabled to work when hosted on any website, even if there is no way for you to
  156. control the headers it sends.
  157. - This behavior can be disabled by unchecking **Enable Cross Origin Isolation Headers**
  158. in the Progressive Web App section.
  159. Limitations
  160. -----------
  161. For security and privacy reasons, many features that work effortlessly on
  162. native platforms are more complicated on the web platform. Following is a list
  163. of limitations you should be aware of when porting a Godot game to the web.
  164. .. _doc_javascript_secure_contexts:
  165. .. important:: Browser vendors are making more and more functionalities only
  166. available in `secure contexts <https://developer.mozilla.org/en-US/docs/Web/Security/Secure_Contexts>`_,
  167. this means that such features are only be available if the web
  168. page is served via a secure HTTPS connection (localhost is
  169. usually exempt from such requirement).
  170. Using cookies for data persistence
  171. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  172. Users must **allow cookies** (specifically IndexedDB) if persistence of the
  173. ``user://`` file system is desired. When playing a game presented in an
  174. ``iframe``, **third-party** cookies must also be enabled. Incognito/private
  175. browsing mode also prevents persistence.
  176. The method ``OS.is_userfs_persistent()`` can be used to check if the
  177. ``user://`` file system is persistent, but can give false positives in some
  178. cases.
  179. Background processing
  180. ~~~~~~~~~~~~~~~~~~~~~
  181. The project will be paused by the browser when the tab is no longer the active
  182. tab in the user's browser. This means functions such as ``_process()`` and
  183. ``_physics_process()`` will no longer run until the tab is made active again by
  184. the user (by switching back to the tab). This can cause networked games to
  185. disconnect if the user switches tabs for a long duration.
  186. This limitation does not apply to unfocused browser *windows*. Therefore, on the
  187. user's side, this can be worked around by running the project in a separate
  188. *window* instead of a separate tab.
  189. Full screen and mouse capture
  190. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  191. Browsers do not allow arbitrarily **entering full screen**. The same goes for
  192. **capturing the cursor**. Instead, these actions have to occur as a response to
  193. a JavaScript input event. In Godot, this means entering full screen from within
  194. a pressed input event callback such as ``_input`` or ``_unhandled_input``.
  195. Querying the :ref:`class_Input` singleton is not sufficient, the relevant
  196. input event must currently be active.
  197. For the same reason, the full screen project setting doesn't work unless the
  198. engine is started from within a valid input event handler. This requires
  199. :ref:`customization of the HTML page <doc_customizing_html5_shell>`.
  200. Audio
  201. ~~~~~
  202. Some browsers restrict autoplay for audio on websites. The easiest way around this limitation is to request the
  203. 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.
  204. .. seealso:: Google offers additional information about their `Web Audio autoplay
  205. policies <https://www.chromium.org/audio-video/autoplay/>`__.
  206. Apple's Safari team also posted additional information about their `Auto-Play Policy Changes for macOS
  207. <https://webkit.org/blog/7734/auto-play-policy-changes-for-macos/>`__.
  208. .. warning:: Access to microphone requires a
  209. :ref:`secure context <doc_javascript_secure_contexts>`.
  210. .. warning::
  211. Since Godot 4.3, by default Web exports will use samples instead of streams
  212. to play audio.
  213. This is due to the way browsers prefer to play audio and the lack of processing power
  214. available when exporting Web games with the **Use Threads** export option off.
  215. Please note that audio effects aren't yet implemented for samples.
  216. Networking
  217. ~~~~~~~~~~
  218. .. UPDATE: Not implemented. When low-level networking is implemented, remove
  219. .. this paragraph.
  220. Low-level networking is not implemented due to lacking support in browsers.
  221. Currently, only :ref:`HTTP client <doc_http_client_class>`,
  222. :ref:`HTTP requests <doc_http_request_class>`,
  223. :ref:`WebSocket (client) <doc_websocket>` and :ref:`WebRTC <doc_webrtc>` are
  224. supported.
  225. The HTTP classes also have several restrictions on the HTML5 platform:
  226. - Accessing or changing the ``StreamPeer`` is not possible
  227. - Threaded/Blocking mode is not available
  228. - Cannot progress more than once per frame, so polling in a loop will freeze
  229. - No chunked responses
  230. - Host verification cannot be disabled
  231. - Subject to `same-origin policy <https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy>`__
  232. Clipboard
  233. ~~~~~~~~~
  234. Clipboard synchronization between engine and the operating system requires a
  235. browser supporting the `Clipboard API <https://developer.mozilla.org/en-US/docs/Web/API/Clipboard_API>`__,
  236. additionally, due to the API asynchronous nature might not be reliable when
  237. accessed from GDScript.
  238. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  239. Gamepads
  240. ~~~~~~~~
  241. Gamepads will not be detected until one of their button is pressed. Gamepads
  242. might have the wrong mapping depending on the browser/OS/gamepad combination,
  243. sadly the `Gamepad API <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API>`__
  244. does not provide a reliable way to detect the gamepad information necessary
  245. to remap them based on model/vendor/OS due to privacy considerations.
  246. .. warning:: Requires a :ref:`secure context <doc_javascript_secure_contexts>`.
  247. .. _doc_exporting_for_web_serving_the_files:
  248. Serving the files
  249. -----------------
  250. Exporting for the web generates several files to be served from a web server,
  251. including a default HTML page for presentation. A custom HTML file can be
  252. used, see :ref:`doc_customizing_html5_shell`.
  253. .. warning::
  254. Only when exporting with **Use Threads**, to ensure low audio latency and the
  255. ability to use :ref:`class_Thread` in web exports, Godot 4 web exports use
  256. `SharedArrayBuffer <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`__.
  257. This requires a :ref:`secure context <doc_javascript_secure_contexts>`,
  258. while also requiring the following CORS headers to be set when serving the files:
  259. ::
  260. Cross-Origin-Opener-Policy: same-origin
  261. Cross-Origin-Embedder-Policy: require-corp
  262. If you don't control the web server or are unable to add response headers,
  263. check **Progressive Web App > Enable** in the export options. This applies
  264. a service worker-based workaround that allows the project to run by
  265. simulating the presence of these response headers. A secure context
  266. is still required in this case.
  267. If the client doesn't receive the required response headers or the service
  268. worker-based workaround is not applied, **the project will not run**.
  269. The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache
  270. servers and can be renamed to e.g. ``index.html`` at any time. Its name is
  271. never depended on by default.
  272. The HTML page draws the game at maximum size within the browser window.
  273. This way, it can be inserted into an ``<iframe>`` with the game's size, as is
  274. common on most web game hosting sites.
  275. The other exported files are served as they are, next to the ``.html`` file,
  276. names unchanged. The ``.wasm`` file is a binary WebAssembly module implementing
  277. the engine. The ``.pck`` file is the Godot main pack containing your game. The
  278. ``.js`` file contains start-up code and is used by the ``.html`` file to access
  279. the engine. The ``.png`` file contains the boot splash image.
  280. The ``.pck`` file is binary, usually delivered with the MIME-type
  281. :mimetype:`application/octet-stream`. The ``.wasm`` file is delivered as
  282. :mimetype:`application/wasm`.
  283. .. warning::
  284. Delivering the WebAssembly module (``.wasm``) with a MIME-type
  285. other than :mimetype:`application/wasm` can prevent some start-up
  286. optimizations.
  287. Delivering the files with server-side compression is recommended especially for
  288. the ``.pck`` and ``.wasm`` files, which are usually large in size. The
  289. WebAssembly module compresses particularly well, down to around a quarter of its
  290. original size with gzip compression. Consider using Brotli precompression if
  291. supported on your web server for further file size savings.
  292. **Hosts that provide on-the-fly compression:** GitHub Pages (gzip)
  293. **Hosts that don't provide on-the-fly compression:** itch.io, GitLab Pages
  294. (`supports manual gzip precompression <https://docs.gitlab.com/user/project/pages/introduction/#serving-compressed-assets>`__)
  295. .. tip::
  296. The Godot repository includes a
  297. `Python script to host a local web server <https://raw.githubusercontent.com/godotengine/godot/master/platform/web/serve.py>`__.
  298. This script is intended for testing the web editor, but it can also be used to test exported projects.
  299. Save the linked script to a file called ``serve.py``, move this file to the
  300. folder containing the exported project's ``index.html``, then run the
  301. following command in a command prompt within the same folder:
  302. ::
  303. # You may need to replace `python` with `python3` on some platforms.
  304. python serve.py --root .
  305. On Windows, you can open a command prompt in the current folder by holding
  306. :kbd:`Shift` and right-clicking on empty space in Windows Explorer, then
  307. choosing **Open PowerShell window here**.
  308. This will serve the contents of the current folder and open the default web
  309. browser automatically.
  310. Note that for production use cases, this Python-based web server should not
  311. be used. Instead, you should use an established web server such as Apache or
  312. nginx.
  313. Interacting with the browser and JavaScript
  314. -------------------------------------------
  315. See the :ref:`dedicated page <doc_web_javascript_bridge>` on how to interact
  316. with JavaScript and access some unique Web browser features.
  317. Environment variables
  318. ---------------------
  319. You can use the following environment variables to set export options outside of
  320. the editor. During the export process, these override the values that you set in
  321. the export menu.
  322. .. list-table:: HTML5 export environment variables
  323. :header-rows: 1
  324. * - Export option
  325. - Environment variable
  326. * - Encryption / Encryption Key
  327. - ``GODOT_SCRIPT_ENCRYPTION_KEY``