Kompilieren für das Web¶
Siehe auch
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 Exportieren für das Web.
Voraussetzungen¶
Zum Kompilieren von Exportvorlagen für das Web ist Folgendes erforderlich:
SCons 3.0+ build system.
Siehe auch
To get the Godot source code for compiling, see Die Quelldatei erhalten.
Eine allgemeine Übersicht über die Verwendung von SCons für Godot finden Sie unter Einführung in das Buildsystem.
Exportvorlagen erstellen¶
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 JavaScript singleton 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.
Schließlich benennen Sie das Zip-Archiv für die Veröffentlichungsvorlage in webassembly_release.zip
um:
mv bin/godot.javascript.opt.zip bin/webassembly_release.zip
Und webassembly_debug.zip
für die Debugvorlage:
mv bin/godot.javascript.opt.debug.zip bin/webassembly_debug.zip
Threads und GDNative¶
The default export templates do not include threads and GDNative support for performance and compatibility reasons. See the export page 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
Erstellen des Editors¶
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 export page for the web server requirements.