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This page is up to date for Godot 4.1. If you still find outdated information, please open an issue.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 Godot Engine to the browser. This requires support for WebAssembly, WebGL and SharedArrayBuffer in the user's browser.


Projects written in C# using Godot 4 currently cannot be exported to the web. To use C# on web platforms, use Godot 3 instead.


Use the browser-integrated developer console, usually opened with F12, to view debug information like JavaScript, engine, and WebGL errors.


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).


SharedArrayBuffer requires a secure context. Browsers also require that the web page is served with specific cross-origin isolation headers.

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 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.


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.

Using cookies for data persistence

Users must allow cookies (specifically IndexedDB) if persistence of the user:// file system is desired. When playing a game presented in an iframe, third-party cookies must also be enabled. Incognito/private browsing mode also prevents persistence.

The method OS.is_userfs_persistent() can be used to check if the user:// file system is persistent, but can give false positives in some cases.

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()