Webのエクスポート

参考

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 Web用のコンパイル.

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.

注意

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.

Tip

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.

注釈

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.

参考

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.

注意

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.

WebGL version

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 パフォーマンス section of the documentation for advice on optimizing your project. If your project runs on platforms other than Web, you can use フィーチャータグ 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:

  • AudioEffects are not supported.

  • 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.

エクスポートオプション

実行可能なWeb書き出しテンプレートが使用可能な場合は、エディタの [シーンを停止] ボタンと [編集したシーンを再生] ボタンの間にボタンが表示され、既定のブラウザでゲームをすばやく開いてテストできます。

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).

カスタムHTMLシェルファイルへのパスが指定されている場合、デフォルトのHTMLページの代わりにそれが使用されます。Custom HTML page for Web exportを参照してください。

Head Includeは、生成されたHTMLページの <head> 要素に追加されます。これにより、たとえば、WebfontsやサードパーティのJavaScript APIをロードしたり、CSSを組み込んだり、JavaScriptコードを実行したりできます。

重要

それぞれのプロジェクトはそれ自身のHTMLファイルを生成しなければなりません。エクスポート時に、特定のエクスポートオプション用に 生成されたHTMLファイル に複数のテキスト プレースホルダが置き換えられます。他の直接の 生成されたHTMLファイル への変更は以後のエクスポートでは失われます。生成されたファイルをカスタマイズするには、カスタム HTML シェル オプションを使用します。

Thread and extension support

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 ファイルの提供 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.

制限事項

セキュリティとプライバシーの理由から、ネイティブ プラットフォームで簡単に動作する多くの機能は、Web プラットフォーム上でより複雑になります。GodotゲームをWebに移植する際に注意する必要がある制限事項の一覧を次に示します。

重要

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).

データ永続化のためのクッキーの使用

user:// ファイルシステムの永続性が必要な場合、ユーザーはCookie(特にIndexedDB)を許可する必要があります。 iframe で提供されているゲームを再生する場合は、サードパーティのCookieも有効にする必要があります。Incognito/privateブラウジングモードも永続性を妨げます。

OS.is_userfs_persistent() というメソッドを使うと、user:// ファイルシステムが永続的かどうかをチェックすることができますが、場合によっては誤検出することもあります。

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() and _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.

フルスクリーンとマウスキャプチャ

ブラウザは、任意に フルスクリーンに入る ことを許可しません。同じことが カーソルのキャプチャ にも当てはまります。代わりに、これらのアクションはJavaScript入力イベントへの応答として発生する必要があります。Godotでは、これは、_ input_unhandled_input などの押された入力イベントコールバック内から全画面表示に入ることを意味します。Input シングルトンを照会するだけでは不十分です。関連する入力イベントは現在アクティブでなければなりません。

同じ理由で、エンジンが有効な入力イベントハンドラ内から起動されない限り、全画面表示のプロジェクト設定は機能しません。これには HTMLページのカスタマイズ が必要です。

オーディオ

一部のブラウザでは、Web サイトのオーディオの自動再生が制限されています。この制限を回避する最も簡単な方法は、ゲームの開始時にスプラッシュスクリーンを表示するときなど、オーディオを有効にするためにプレーヤーにクリック、タップ、またはキー/ボタンを押すように要求することです。

参考

Google offers additional information about their Web Audio autoplay policies.

Apple の Safari チームも、macOS の自動再生ポリシーの変更 に関する追加情報を投稿しました。

警告

マイクへのアクセスには secure context が必要です。

警告

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.

ネットワーク

Low-level networking is not implemented due to lacking support in browsers.

現在 HTTP clientHTTP requestsWebSocket (client) 、および WebRTC のみがサポートされています。

HTTPクラスには、HTML5プラットフォームに関するいくつかの制限があります。

  • StreamPeer へのアクセスおよび変更はできません

  • スレッド/ブロックモードは使用できません

  • フレームごとに複数回進行できないため、ループ内のポーリングはフリーズします

  • チャンク応答なし

  • ホスト検証を無効にできません

  • 同一生成元ポリシーに従います

クリップボード

Clipboard synchronization between engine and the operating system requires a browser supporting the Clipboard API, additionally, due to the API asynchronous nature might not be reliable when accessed from GDScript.

警告

Requires a secure context.

ゲームパット

Gamepads will not be detected until one of their button is pressed. Gamepads might have the wrong mapping depending on the browser/OS/gamepad combination, sadly the Gamepad API does not provide a reliable way to detect the gamepad information necessary to remap them based on model/vendor/OS due to privacy considerations.

警告

Requires a secure context.

ファイルの提供

Web用にエクスポートすると、プレゼンテーション用のデフォルトのHTMLページなど、Webサーバーから提供される複数のファイルが生成されます。 カスタムHTMLファイルを使用できます。Custom HTML page for Web exportを参照して下さい。

警告

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.

.pck ファイルはバイナリで、通常はMIMEタイプ application/octet-stream で配信されます。.wasm ファイルは application/wasm として配信されます。

警告

application/wasm 以外のMIMEタイプでWebAssemblyモジュール(.wasm)を配信すると、起動時の最適化が妨げられる可能性があります。

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.

Hosts that provide on-the-fly compression: GitHub Pages (gzip)

Hosts that don't provide on-the-fly compression: itch.io, GitLab Pages (supports manual gzip precompression)

Tip

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.

環境変数

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.

HTML5 export environment variables

Export option

Environment variable

Encryption / Encryption Key

GODOT_SCRIPT_ENCRYPTION_KEY

エクスポートオプション

You can find a full list of export options available in the EditorExportPlatformWeb class reference.