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Exporting for the Web¶
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.
Projects written in C# using Godot 4 currently cannot be exported to the web. To use C# on web platforms, use Godot 3 instead.
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).
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.
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 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
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.
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.
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).
Check the 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.
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
_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 pressed input event callback such as
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.
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.
Google offers additional information about their Web Audio autoplay policies.
Access to microphone requires a secure context.
Low level networking is not implemented due to lacking support in browsers.
The HTTP classes also have several restrictions on the HTML5 platform:
Accessing or changing the
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
Subject to same-origin policy
Clipboard synchronization between engine and the operating system requires a browser supporting the Clipboard API, additionally,