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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 Web platform. Specify target
as either template_release
for a release build or template_debug
for a debug build:
scons platform=web target=template_release
scons platform=web target=template_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=web target=template_release javascript_eval=no
scons platform=web target=template_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.web.opt.wasm32.zip
for release or godot.web.opt.debug.wasm32.zip
for debug.
Finally, rename the zip archive to web_release.zip
for the release template:
mv bin/godot.web.opt.wasm32.zip bin/web_release.zip
And web_debug.zip
for the debug template:
mv bin/godot.web.opt.debug.wasm32.zip bin/web_debug.zip
GDExtension
The default export templates do not include GDExtension support for performance and compatibility reasons. See the export page for more info.
You can build the export templates using the option dlink_enabled=yes
to enable GDExtension support:
scons platform=web dlink_enabled=yes target=template_release
scons platform=web dlink_enabled=yes target=template_debug
Once finished, the resulting file will be placed in the bin
subdirectory. Its name will have _dlink
added.
Finally, rename the zip archives to web_dlink_release.zip
and web_dlink_release.zip
for the release template:
mv bin/godot.web.opt.wasm32.dlink.zip bin/web_dlink_release.zip
mv bin/godot.web.opt.debug.wasm32.dlink.zip bin/web_dlink_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 is not recommended over the native build. You can build the editor with:
scons platform=web target=editor
Once finished, the resulting file will be placed in the bin
subdirectory. Its name will be godot.web.opt.tools.wasm32.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.
Tip
The Godot repository includes a Python script to host a local web server. This can be used to test the web editor locally.
After compiling the editor, extract the ZIP archive that was created in the bin/
folder, then run the following command in the Godot repository root:
# You may need to replace `python` with `python3` on some platforms.
python platform/web/serve.py
This will serve the contents of the bin/
folder and open the default web browser automatically. In the page that opens, access godot.tools.html
and you should be able to test the web editor this way.
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.