Exportar para la Web
Ver también
Esta página describe cómo exportar un proyecto de Godot a HTML5. Si estás buscando compilar binarios del editor o plantillas de exportación desde la fuente en su lugar, lee Compilando para la Web.
HTML5 export allows publishing games made in Godot Engine to the browser. This requires support for WebAssembly and WebGL 2.0 in the user's browser.
Atención
Projects written in C# using Godot 4 currently cannot be exported to the web. See this blog post for more information.
To use C# on web platforms, use Godot 3 instead.
Truco
Use the browser-integrated developer console, usually opened with F12 or Ctrl + Shift + I (Cmd + Option + I on macOS), to view debug information like JavaScript, engine, and WebGL errors.
If the shortcut doesn't work, it's because Godot actually captures the input. You can still open the developer console by accessing the browser's menu.
Nota
Due to security concerns with SharedArrayBuffer due to various exploits,
the use of multiple threads for the Web platform has multiple drawbacks,
including requiring specific server-side headers and complete cross-origin isolation
(meaning no ads, nor third-party integrations on the website hosting your game).
Since Godot 4.3, Godot supports exporting your game on a single thread, which solves this issue. While it has some drawbacks on its own (it cannot use threads, and is not as performant as the multi-threaded export), it doesn't require as much overhead to install. It is also more compatible overall with stores like itch.io or Web publishers like Poki or CrazyGames. The single-threaded export works very well on macOS and iOS too, where it always had compatibility issues with multiple threads exports.
For these reasons, it is the preferred and now default way to export your games on the Web.
For more information, see this blog post about single-threaded Web export.
Ver también
See the list of open issues on GitHub related to the web export for a list of known bugs.
Export file name
We suggest users to export their Web projects with index.html as the file name.
index.html is usually the default file loaded by web servers when accessing the
parent directory, usually hiding the name of that file.
Atención
The Godot 4 Web export expects some files to be named the same name as the one set in the initial export. Some issues could occur if some exported files are renamed, including the main HTML file.
Versión de WebGL
Godot 4.0 and later can only target WebGL 2.0 (using the Compatibility rendering method). Forward+/Mobile are not supported on the web platform, as these rendering methods are designed around modern low-level graphics APIs. Godot currently does not support WebGPU, which is a prerequisite for allowing Forward+/Mobile to run on the web platform.
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.
Mobile considerations
The Web export can run on mobile platforms with some caveats. While native Android and iOS exports will always perform better by a significant margin, the Web export allows people to run your project without going through app stores.
Remember that CPU and GPU performance is at a premium when running on mobile devices. This is even more the case when running a project exported to Web (as it's WebAssembly instead of native code). See Rendimiento section of the documentation for advice on optimizing your project. If your project runs on platforms other than Web, you can use Etiquetas de características to apply low-end-oriented settings when running the project exported to Web.
To speed up loading times on mobile devices, you should also compile an optimized export template with unused features disabled. Depending on the features used by your project, this can reduce the size of the WebAssembly payload significantly, making it faster to download and initialize (even when cached).
Audio playback
Since Godot 4.3, audio playback is done using the Web Audio API on the web platform. This Sample playback mode allows for low latency even when the project is exported without thread support, but it has several limitations:
Los AudioEffects (efectos de audio) no están soportados.
Reverberation and doppler effects are not supported.
Procedural audio generation is not supported.
Positional audio may not always work correctly depending on the node's properties.
To use Godot's own audio playback system on the web platform, you can change the default playback mode using the Audio > General > Default Playback Type.web project setting, or change the Playback Type property to Stream on an AudioStreamPlayer, AudioStreamPlayer2D or AudioStreamPlayer3D node. This leads to increased latency (especially when thread support is disabled), but it allows the full suite of Godot's audio features to work.
Opciones de exportación
Si hay disponible una plantilla de exportación web ejecutable, aparece un botón entre los botones Detener escena y Reproducir escena en el editor para abrir rápidamente el juego en el navegador predeterminado para realizar pruebas.
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).
Si se da una ruta a un archivo HTML shell personalizado, se utilizará en lugar de la página HTML predeterminada. Ver Página HTML personalizada para la exportación web.
Head Include se agrega al elemento <head> de la página HTML generada. Esto permite, por ejemplo, cargar fuentes web y APIs JavaScript de terceros, incluir CSS o ejecutar código JavaScript.
Importante
Cada proyecto debe generar su propio archivo HTML. Al exportar, varios placeholders se reemplazan en el archivo HTML generado específicamente para las opciones de exportación correspondientes. Cualquier modificación al archivo HTML generado serán perdidas en exportaciones futuras. Para personalizar el archivo generado, utiliza la opción Carcasa HTML personalizada.
Soporte para hilos y extensiones
If Thread Support is enabled, the exported project will be able to make use of multithreading to improve performance. This also allows for low-latency audio playback when the playback type is set to Stream (instead of the default Sample that is used in web exports). Enabling this feature requires the use of cross-origin isolation headers, which are described in the Entrega de archivos section below.
If Extensions Support is enabled, GDExtensions will be able to be loaded. Note that GDExtensions still need to be specifically compiled for the web platform to work. Like thread support, enabling this feature requires the use of cross-origin isolation headers.
Exporting as a Progressive Web App (PWA)
If Progressive Web App > Enable is enabled, it will have several effects:
Configure high-resolution icons, a display mode and screen orientation. These are configured at the end of the Progressive Web App section in the export options. These options are used if the user adds the project to their device's homescreen, which is common on mobile platforms. This is also supported on desktop platforms, albeit in a more limited capacity.
Allow the project to be loaded without an Internet connection if it has been loaded at least once beforehand. This works thanks to the service worker that is installed when the project is first loaded in the user's browser. This service worker provides a local fallback when no Internet connection is available.
Note that web browsers can choose to evict the cached data if the user runs low on disk space, or if the user hasn't opened the project for a while. To ensure data is cached for a longer duration, the user can bookmark the page, or ideally add it to their device's home screen.
If the offline data is not available because it was evicted from the cache, you can configure an Offline Page that will be displayed in this case. The page must be in HTML format and will be saved on the client's machine the first time the project is loaded.
Ensure cross-origin isolation headers are always present, even if the web server hasn't been configured to send them. This allows exports with threads enabled to work when hosted on any website, even if there is no way for you to control the headers it sends.
This behavior can be disabled by unchecking Enable Cross Origin Isolation Headers in the Progressive Web App section.
Limitaciones
Por razones de seguridad y privacidad, muchas de las funciones que funcionan sin esfuerzo en plataformas nativas son más complicadas en la plataforma web. A continuación hay una lista de limitaciones que debes tener en cuenta a la hora de portar un juego Godot a la web.
Importante
Los proveedores de navegadores están haciendo más y más funcionalidades solo disponibles en contextos seguros <https://developer.mozilla.org/en-US/docs/Web/Security/Secure_Contexts> _, esto significa que tales características solo están disponibles si la página web se sirve a través de una conexión HTTPS segura (localhost generalmente está exento de tal requisito).
Procesamiento en segundo plano
El proyecto se pausará por el navegador cuando la pestaña ya no sea la pestaña activa en el navegador del usuario. Esto significa que funciones como _process() y _physics_process() ya no se ejecutarán hasta que la pestaña vuelva a ser activa por el usuario (al cambiar de nuevo a la pestaña). Esto puede causar que los juegos en red se desconecten si el usuario cambia de pestaña durante un largo período de tiempo.
Esta limitación no se aplica a las ventanas del navegador que no tienen el enfoque. Por lo tanto, desde el lado del usuario, se puede resolver ejecutando el proyecto en una ventana separada en lugar de una pestaña separada.
Captura de pantalla completa y ratón
Los navegadores no permiten ingresar a pantalla completa arbitrariamente. Lo mismo ocurre con capturar el cursor. En su lugar, estas acciones tienen que ocurrir como respuesta a un evento de entrada de JavaScript. En Godot, implica que se debe cambiar pantalla completa desde una llamada de entrada como _input o _unhandled_input. Consultando el singleton Input no será suficiente, el evento correspondiente debe estar actualmente activo.
Por la misma razón, la opción de proyecto a pantalla completa no funciona a menos que el motor sea lanzado desde un manejador de eventos de entrada válido. Esto requiere customizar la página HTML.
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.
Ver también
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.
Advertencia
El acceso al micrófono requiere secure context.
Advertencia
Since Godot 4.3, by default Web exports will use samples instead of streams to play audio.
This is due to the way browsers prefer to play audio and the lack of processing power available when exporting Web games with the Use Threads export option off.
Please note that audio effects aren't yet implemented for samples.
Redes
Low-level networking is not implemented due to lacking support in browsers.
Actualmente, solo están soportados: HTTP client <doc_http_client_class>, HTTP requests, WebSocket (client) y WebRTC.
Las clases HTTP también tienen varias restricciones en la plataforma HTML5:
No es posible acceder o cambiar el
StreamPeerEl modo de hilos/bloqueo no está disponible
No se puede progresar más de una vez por fotograma, por lo que el sondeo en un bucle se congelará
No hay respuestas fragmentadas
La verificación del host no se puede deshabilitar
Sujeto a la política de mismo origen
Portapapeles
La sincronización del portapapeles entre el motor (Godot) y el sistema operativo requiere de un navegador que soporte la Clipboard API, además, debido a la naturaleza de la API asíncrona, el portapapeles, podría no ser de confianza cuando se accede desde GDScript.
Advertencia
Requiere un: ref: secure context <doc_javascript_secure_contexts>.
Mandos de juego
Los Mandos no se detectarán hasta que se presione uno de sus botones. Los Mandos pueden tener un mapeo incorrecto dependiendo de la combinación de navegador / sistema operativo / mando, lamentablemente la API de Gamepad <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API> `__ no proporcionan una forma fiable de detectar la información del mando necesaria para reasignarlos según el modelo / proveedor / sistema operativo debido a consideraciones de privacidad.
Advertencia
Requiere un: ref: secure context <doc_javascript_secure_contexts>.
Entrega de archivos
Exportar para la web genera varios archivos para ser servidos desde un servidor web, incluyendo una página HTML por defecto para la presentación. Se puede utilizar un archivo HTML personalizado, visita Página HTML personalizada para la exportación web.
Advertencia
Only when exporting with Use Threads, to ensure low audio latency and the ability to use Thread in web exports, Godot 4 web exports 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, check Progressive Web App > Enable in the export options. This applies a service worker-based workaround that allows the project to run by simulating the presence of these response headers. A secure context is still required in this case.
If the client doesn't receive the required response headers or the service worker-based workaround is not applied, 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.
El archivo .pck es binario, normalmente se entrega con el MIME-type application/octet-stream. El archivo .wasm se entrega como application/wasm.
Advertencia
Emitir el modulo WebAssembly (.wasm) con un tipo MIME diferente a application/wasm puede evitar algunas optimizaciones de arranque.
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.
Host que proveen compresión sobre la marcha: GitHub Pages (gzip)
Hosts that don't provide on-the-fly compression: itch.io, GitLab Pages (supports manual gzip precompression)
Truco
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.
Variables de entorno
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 |
|
Opciones de exportación
You can find a full list of export options available in the EditorExportPlatformWeb class reference.