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Using the Web editor¶
Since Godot 3.3, there is a Web editor you can use to work on new or existing projects.
Note
The web editor is in a preliminary stage. While its feature set may be sufficient for educational purposes, it is currently not recommended for production work. See Limitations below.
Browser support¶
The Web editor requires support for WebAssembly's SharedArrayBuffer. This is in turn required to support threading in the browser. The following desktop browsers support WebAssembly threading and can therefore run the web editor:
Chrome 68 or later
Firefox 79 or later
Edge 79 or later
Opera and Safari are not supported yet. Safari may work in the future once proper threading support is added.
Mobile browsers are currently not supported.
The web editor only supports the Compatibility rendering method, as there is no stable way to run Vulkan applications on the web yet.
Note
If you use Linux, due to poor Firefox WebGL performance, it's recommended to use a Chromium-based browser instead of Firefox.
Limitations¶
Due to limitations on the Godot or Web platform side, the following features are currently missing:
No C#/Mono support.
No GDExtension support.
No debugging support. This means GDScript debugging/profiling, live scene editing, the Remote Scene tree dock and other features that rely on the debugger protocol will not work.
No project exporting. As a workaround, you can download the project source using Project > Tools > Download Project Source and export it using a native version of the Godot editor.
The editor won't warn you when closing the tab with unsaved changes.
No lightmap baking support. You can still use existing lightmaps if they were baked with a native version of the Godot editor (e.g. by importing an existing project).
The following features are unlikely to be supported due to inherent limitations of the Web platform:
No support for external script editors.
No support for Android one-click deploy.
See also
See the list of open issues on GitHub related to the web editor for a list of known bugs.
Importing a project¶
To import an existing project, the current process is as follows:
Specify a ZIP file to preload on the HTML5 filesystem using the Preload project ZIP input.
Run the editor by clicking Start Godot editor. The Godot Project Manager should appear after 10-20 seconds. On slower machines or connections, loading may take up to a minute.
In the dialog that appears at the middle of the window, specify a name for the folder to create then click the Create Folder button (it doesn't have to match the ZIP archive's name).
Click Install & Edit and the project will open in the editor.
Attention
It's important to place the project folder somewhere in /home/web_user/
.
If your project folder is placed outside /home/web_user/
, you will
lose your project when closing the editor!
When you follow the steps described above, the project folder will always be
located in /home/web_user/projects
, keeping it safe.
Editing and running a project¶
Unlike the native version of Godot, the web editor is constrained to a single window. Therefore, it cannot open a new window when running the project. Instead, when you run the project by clicking the Run button or pressing F5, it will appear to &qu