Up to date
This page is up to date for Godot 4.3
.
If you still find outdated information, please open an issue.
Exporting for the Web¶
See also
This page describes how to export a Godot project to HTML5. If you're looking to compile editor or export template binaries from source instead, read Compiling for the Web.
HTML5 export allows publishing games made in Blazium Engine to the browser. This requires support for WebAssembly, WebGL and SharedArrayBuffer in the user's browser.
Attention
Projects written in C# using Godot 4 currently cannot be exported to the web. To use C# on web platforms, use Godot 3 instead.
Tip
Use the browser-integrated developer console, usually opened with F12 (Cmd + Option + I on macOS), to view debug information like JavaScript, engine, and WebGL errors.
Attention
Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs with SharedArrayBuffer and WebGL 2.0. We recommend using macOS and iOS native export functionality instead, as it will also result in better performance.
Godot 3's HTML5 exports are more compatible with various browsers in general, especially when using the GLES2 rendering backend (which only requires WebGL 1.0).
WebGL version¶
Godot 4.0 and later can only target WebGL 2.0 (using the Compatibility rendering method). There is no stable way to run Vulkan applications on the web yet.
See Can I use WebGL 2.0 for a list of browser versions supporting WebGL 2.0. Note that Safari has several issues with WebGL 2.0 support that other browsers don't have, so we recommend using a Chromium-based browser or Firefox if possible.
Export options¶
If a runnable web export template is available, a button appears between the Stop scene and Play edited Scene buttons in the editor to quickly open the game in the default browser for testing.
If your project uses GDExtension Extension Support needs to be enabled.
If you plan to use 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).
If a path to a 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
Each project must generate their own HTML file. On export, several text placeholders are replaced in the generated HTML file specifically for the given export options. Any direct modifications to that HTML file will be lost in future exports. To customize the generated file, use the Custom HTML shell option.
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
Browser vendors are making more and more functionalities only available in 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).
Background processing¶
The project will be paused by the browser when the tab is no longer the active
tab in the user's browser. This means functions such as _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.
This limitation does not apply to unfocused browser 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.
Full screen and mouse capture¶
Browsers do not allow arbitrarily 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 _input
or _unhandled_input
.
Querying the Input singleton is not sufficient, the relevant
input event must currently be active.
For the same reason, the full screen project setting doesn't work unless the engine is started from within a valid input event handler. This requires customization of the HTML page.
Audio¶
Some browsers restrict autoplay for audio on websites. The easiest way around this limitation is to request the 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.
See also
Google offers additional information about their Web Audio autoplay policies.
Apple's Safari team also posted additional information about their Auto-Play Policy Changes for macOS.
Warning
Access to microphone requires a secure context.
Networking¶
Low level networking is not implemented due to lacking support in browsers.
Currently, only HTTP client, HTTP requests, WebSocket (client) and WebRTC are supported.
The HTTP classes also have several restrictions on the HTML5 platform:
Accessing or changing the
StreamPeer
is not possibleThreaded/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
Subject to same-origin policy
Clipboard¶
Clipboard synchronization between engine and the operating system requires a browser supporting the Clipboard API, additionally, due to the API asynchronous nature might not be reliable when accessed from GDScript.
Warning
Requires a secure context.
Gamepads¶
Gamepads will not be detected until one of their button is pressed. Gamepads might have the wrong mapping depending on the browser/OS/gamepad combination, sadly the 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
Requires a secure context.
Boot splash is not displayed¶
The default HTML page does not display the boot splash while loading. However, the image is exported as a PNG file, so custom HTML pages can display it.
Serving the files¶
Exporting for the web generates several files to be served from a web server, including a default HTML page for presentation. A custom HTML file can be used, see Custom HTML page for Web export.
Warning
To ensure low audio latency and the ability to use Thread in web exports, Godot 4 web exports always use SharedArrayBuffer. This requires a secure context, while also requiring the following CORS headers to be set when serving the files:
Cross-Origin-Opener-Policy: same-origin
Cross-Origin-Embedder-Policy: require-corp
If you don't control the web server or are unable to add response headers, use coi-serviceworker as a workaround.
If the client doesn't receive the required response headers, the project will not run.
The generated .html
file can be used as DirectoryIndex
in Apache
servers and can be renamed to e.g. index.html
at any time. Its name is
never depended on by default.
The HTML page draws the game at maximum size within the browser window.
This way, it can be inserted into an <iframe>
with the game's size, as is
common on most web game hosting sites.
The other exported files are served as they are, next to the .html
file,
names unchanged. The .wasm
file is a binary WebAssembly module implementing
the engine. The .pck
file is the Godot main pack containing your game. The
.js
file contains start-up code and is used by the .html
file to access
the engine. The .png
file contains the boot splash image. It is not used in
the default HTML page, but is included for
custom HTML pages.
The .pck
file is binary, usually delivered with the MIME-type
application/octet-stream. The .wasm
file is delivered as
application/wasm.
Warning
Delivering the WebAssembly module (.wasm
) with a MIME-type
other than application/wasm can prevent some start-up
optimizations.
Delivering the files with server-side compression is recommended especially for
the .pck
and .wasm
files, which are usually large in size. The
WebAssembly module compresses particularly well, down to around a quarter of its
original size with gzip compression. Consider using Brotli precompression if
supported on your web server for further file size savings.
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)
Tip
The Godot repository includes a Python script to host a local web server. This script is intended for testing the web editor, but it can also be used to test exported projects.
Save the linked script to a file called serve.py
, move this file to the
folder containing the exported project's index.html
, then run the
following command in a command prompt within the same folder:
# You may need to replace `python` with `python3` on some platforms.
python serve.py --root .
On Windows, you can open a command prompt in the current folder by holding Shift and right-clicking on empty space in Windows Explorer, then choosing Open PowerShell window here.
This will serve the contents of the current folder and open the default web browser automatically.
Note that for production use cases, this Python-based web server should not be used. Instead, you should use an established web server such as Apache or nginx.
Interacting with the browser and JavaScript¶
See the dedicated page on how to interact with JavaScript and access some unique Web browser features.
Environment variables¶
You can use the following environment variables to set export options outside of the editor. During the export process, these override the values that you set in the export menu.
Export option |
Environment variable |
---|---|
Encryption / Encryption Key |
|