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- .. _doc_compiling_for_web:
- Compiling for the Web
- =====================
- .. seealso::
- This page describes how to compile HTML5 editor and export template binaries from source.
- If you're looking to export your project to HTML5 instead, read :ref:`doc_exporting_for_web`.
- .. highlight:: shell
- Requirements
- ------------
- To compile export templates for the Web, the following is required:
- - `Emscripten 1.39.9+ <https://emscripten.org>`__.
- - `Python 3.5+ <https://www.python.org/>`__.
- - `SCons 3.0+ <https://www.scons.org>`__ build system.
- .. seealso:: To get the Godot source code for compiling, see
- :ref:`doc_getting_source`.
- For a general overview of SCons usage for Godot, see
- :ref:`doc_introduction_to_the_buildsystem`.
- Building export templates
- -------------------------
- Before starting, confirm that ``emcc`` is available in your PATH. This is
- usually configured by the Emscripten SDK, e.g. when invoking ``emsdk activate``
- and ``source ./emsdk_env.sh``/``emsdk_env.bat``.
- Open a terminal and navigate to the root directory of the engine source code.
- Then instruct SCons to build the JavaScript platform. Specify ``target`` as
- either ``release`` for a release build or ``release_debug`` for a debug build::
- scons platform=javascript tools=no target=release
- scons platform=javascript tools=no target=release_debug
- By default, the :ref:`JavaScript singleton <doc_javascript_eval>` will be built
- into the engine. Official export templates also have the JavaScript singleton
- enabled. Since ``eval()`` calls can be a security concern, the
- ``javascript_eval`` option can be used to build without the singleton::
- scons platform=javascript tools=no target=release javascript_eval=no
- scons platform=javascript tools=no target=release_debug javascript_eval=no
- The engine will now be compiled to WebAssembly by Emscripten. Once finished,
- the resulting file will be placed in the ``bin`` subdirectory. Its name is
- ``godot.javascript.opt.zip`` for release or ``godot.javascript.opt.debug.zip``
- for debug.
- Finally, rename the zip archive to ``webassembly_release.zip`` for the
- release template::
- mv bin/godot.javascript.opt.zip bin/webassembly_release.zip
- And ``webassembly_debug.zip`` for the debug template::
- mv bin/godot.javascript.opt.debug.zip bin/webassembly_debug.zip
- Threads and GDNative
- --------------------
- The default export templates do not include threads and GDNative support for
- performance and compatibility reasons. See the
- :ref:`export page <doc_javascript_export_options>` for more info.
- You can build the export templates using the option ``threads_enabled=yes`` or
- ``gdnative_enabled=yes`` to enable threads or GDNative support::
- scons platform=javascript tools=no threads_enabled=yes target=release
- scons platform=javascript tools=no threads_enabled=yes target=release_debug
- scons platform=javascript tools=no gdnative_enabled=yes target=release
- scons platform=javascript tools=no gdnative_enabled=yes target=release_debug
- Once finished, the resulting file will be placed in the ``bin`` subdirectory.
- Its name will have either the ``.threads`` or ``.gdnative`` suffix.
- Finally, rename the zip archives to ``webassembly_release_threads.zip`` and
- ``webassembly_release_gdnative.zip`` for the release template::
- mv bin/godot.javascript.opt.threads.zip bin/webassembly_threads_release.zip
- mv bin/godot.javascript.opt.gdnative.zip bin/webassembly_gdnative_release.zip
- And ``webassembly_debug_threads.zip`` and ``webassembly_debug_gdnative.zip`` for
- the debug template::
- mv bin/godot.javascript.opt.debug.threads.zip bin/webassembly_threads_debug.zip
- mv bin/godot.javascript.opt.debug.gdnative.zip bin/webassembly_gdnative_debug.zip
- Building the Editor
- -------------------
- It is also possible to build a version of the Godot editor that can run in the
- browser. The editor version requires threads support and is not recommended
- over the native build. You can build the editor with::
- scons platform=javascript tools=yes threads_enabled=yes target=release_debug
- Once finished, the resulting file will be placed in the ``bin`` subdirectory.
- Its name will be ``godot.javascript.opt.tools.threads.zip``. You can upload the
- zip content to your web server and visit it with your browser to use the editor.
- Refer to the :ref:`export page <doc_javascript_export_options>` for the web
- server requirements.
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