Compiling for the Web
See also
This page describes how to compile HTML5 editor and export template binaries from source. If you’re looking to export your project to HTML5 instead, read Exporting for the Web.
Requirements
To compile export templates for the Web, the following is required:
SCons 3.0+ build system.
See also
To get the Godot source code for compiling, see Getting the source.
For a general overview of SCons usage for Godot, see Introduction to the buildsystem.
Building export templates
Before starting, confirm that emcc
is available in your PATH. This is usually configured by the Emscripten SDK, e.g. when invoking emsdk activate
and source ./emsdk_env.sh
/emsdk_env.bat
.
Open a terminal and navigate to the root directory of the engine source code. Then instruct SCons to build the JavaScript platform. Specify target
as either release
for a release build or release_debug
for a debug build:
scons platform=javascript tools=no target=release
scons platform=javascript tools=no target=release_debug
By default, the JavaScript singleton will be built into the engine. Official export templates also have the JavaScript singleton enabled. Since eval()
calls can be a security concern, the javascript_eval
option can be used to build without the singleton:
scons platform=javascript tools=no target=release javascript_eval=no
scons platform=javascript tools=no target=release_debug javascript_eval=no
The engine will now be compiled to WebAssembly by Emscripten. Once finished, the resulting file will be placed in the bin
subdirectory. Its name is godot.javascript.opt.zip
for release or godot.javascript.opt.debug.zip
for debug.
Finally, rename the zip archive to webassembly_release.zip
for the release template:
mv bin/godot.javascript.opt.zip bin/webassembly_release.zip
And webassembly_debug.zip
for the debug template:
mv bin/godot.javascript.opt.debug.zip bin/webassembly_debug.zip
Threads and GDNative
The default export templates do not include threads and GDNative support for performance and compatibility reasons. See the export page for more info.
You can build the export templates using the option threads_enabled=yes
or gdnative_enabled=yes
to enable threads or GDNative support:
scons platform=javascript tools=no threads_enabled=yes target=release
scons platform=javascript tools=no threads_enabled=yes target=release_debug
scons platform=javascript tools=no gdnative_enabled=yes target=release
scons platform=javascript tools=no gdnative_enabled=yes target=release_debug
Once finished, the resulting file will be placed in the bin
subdirectory. Its name will have either the .threads
or .gdnative
suffix.
Finally, rename the zip archives to webassembly_release_threads.zip
and webassembly_release_gdnative.zip
for the release template:
mv bin/godot.javascript.opt.threads.zip bin/webassembly_threads_release.zip
mv bin/godot.javascript.opt.gdnative.zip bin/webassembly_gdnative_release.zip
And webassembly_debug_threads.zip
and webassembly_debug_gdnative.zip
for the debug template:
mv bin/godot.javascript.opt.debug.threads.zip bin/webassembly_threads_debug.zip
mv bin/godot.javascript.opt.debug.gdnative.zip bin/webassembly_gdnative_debug.zip
Building the Editor
It is also possible to build a version of the Godot editor that can run in the browser. The editor version requires threads support and is not recommended over the native build. You can build the editor with:
scons platform=javascript tools=yes threads_enabled=yes target=release_debug
Once finished, the resulting file will be placed in the bin
subdirectory. Its name will be godot.javascript.opt.tools.threads.zip
. You can upload the zip content to your web server and visit it with your browser to use the editor.
Refer to the export page for the web server requirements.