Exporting for the Web
See also Compiling for the Web. WebAssembly and WebGL in the user’s browser. Important debug information like JavaScript, engine, and WebGL errors. Attention There are significant bugs when running HTML5 projects on iOS (regardless of the browser). We recommend using iOS’ native export functionality instead, as it will also result in better performance.
WebGL version
GLES2) or WebGL 2.0 (GLES3). WebGL 1.0 is the recommended option if you want your project to be supported on all browsers with the best performance. Godot’s GLES3 renderer targets high end devices, and the performance using WebGL 2.0 can be subpar. Some features are also not supported in WebGL 2.0 specifically. Safari. WebGL 2.0 support is coming in Safari 15 for macOS, and is not available yet for any iOS browser (all WebKit-based like Safari). See Can I use WebGL 2.0 for details.
Export options
Stop scene and Play edited Scene buttons in the editor to quickly open the game in the default browser for testing. Export Type to select which features will be available:
- Regular: is the most compatible across browsers, will not support threads, nor GDNative.
- Threads: will require the browser to support SharedArrayBuffer. See Can I use SharedArrayBuffer for details.
- GDNative: enables GDNative support but makes the binary bigger and slower to load.
VRAM compression 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).
Custom HTML shell file is given, it will be used instead of the default HTML page. See Custom HTML page for Web export.
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 Custom HTML shell option. Warning Export types other then Regular are not yet supported by the C# version.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. Important 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 list of open HTML5 issues on GitHub 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
allow cookies (specifically IndexedDB) if persistence of theuser://file system is desired. When playing a game presented in aniframe, third-party cookies must also be enabled. Incognito/private browsing mode also prevents persistence.OS.is_userfs_persistent()can be used to check if theuser://file system is persistent, but can give false positives in some cases.Background processing
_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. 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.Threads
above multi-threading is only available if the appropriate Export Type is set and support for it across browsers is still limited. Warning secure context. Browsers also require that the web page is served with specific cross-origin isolation headers.GDNative
above GDNative is only available if the appropriate Export Type is set..wasmfiles to the output folder (and must be uploaded to your server along with your game).Full screen and mouse capture
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_inputor_unhandled_input. Querying the Input singleton is not sufficient, the relevant input event must currently be active. customization of the HTML page.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. See also Web Audio autoplay policies. Warning secure context.Networking
Low level networking is not implemented due to lacking support in browsers. HTTP client, HTTP requests, WebSocket (client) and WebRTC are supported. The HTTP classes also have several restrictions on the HTML5 platform:StreamPeeris 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
- same-origin policy
Clipboard
Clipboard API, additionally, due to the API asynchronous nature might not be reliable when accessed from GDScript. Warning secure context.Gamepads
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 secure context.Boot splash is not displayed
custom HTML pages can display it.Shader language limitations
When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0 doesn’t support dynamic loops, so shaders using those won’t work there.Serving the files
Custom HTML page for Web export..htmlfile can be used asDirectoryIndexin Apache servers and can be renamed to e.g.index.htmlat any time, its name is never depended on by default.<iframe>with the game’s size, as is common on most web game hosting sites..htmlfile, names unchanged. The.wasmfile is a binary WebAssembly module implementing the engine. The.pckfile is the Godot main pack containing your game. The.jsfile contains start-up code and is used by the.htmlfile to access the engine. The.pngfile contains the boot splash image. It is not used in the default HTML page, but is included for custom HTML pages..pckfile is binary, usually delivered with the MIME-type application/octet-stream. The.wasmfile is delivered as application/wasm. Caution.wasm) with a MIME-type other than application/wasm can prevent some start-up optimizations..pckand.wasmfiles, 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)Calling JavaScript from script
JavaScriptsingleton is implemented. It offers a single method calledevalthat 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.func my_func(): JavaScript.eval("alert('Calling JavaScript per GDScript!');")
eval()under certain circumstances:numberis returned as GDScript float
booleanis returned as GDScript boolstringis returned as GDScript StringArrayBuffer,TypedArrayandDataVieware returned as GDScript PoolByteArrayfunc my_func2(): var js_return = JavaScript.eval("var myNumber = 1; myNumber + 2;") print(js_return) # prints '3.0'
null. built without support for the singleton to improve security. With such templates, and on platforms other than HTML5, callingJavaScript.evalwill also returnnull. The availability of the singleton can be checked with theJavaScriptfeature tag:
Tipfunc my_func3(): if OS.has_feature('JavaScript'): JavaScript.eval(""" console.log('The JavaScript singleton is available') """) else: print("The JavaScript singleton is NOT available")
"""as inmy_func3()above, are useful to keep JavaScript code readable.evalmethod also accepts a second, optional Boolean argument, which specifies whether to execute the code in the global execution context, defaulting tofalseto prevent polluting the global namespace:func my_func4(): # execute in global execution context, # thus adding a new JavaScript global variable `SomeGlobal` JavaScript.eval("var SomeGlobal = {};", true)
