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 and WebGL 2.0 in the user’s browser.

Attention

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

Tip

Use the browser-integrated developer console, usually opened with F12 (Cmd + Option + I on macOS), to view debug information like JavaScript, engine, and WebGL errors.

See also

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.

Attention

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.

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.

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 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).

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.

Important

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.

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 Serving the files 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.

Limitations

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.

Important

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).

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() 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.

Full screen and mouse capture

Browsers do not allow arbitrarily entering full screen. The same goes for capturing the cursor. Instead, these actions have to occur as a response to a JavaScript input event. In Godot, this means entering full screen from within a pressed input event callback such as _input or _unhandled_input. Querying the Input singleton is not sufficient, the relevant input event must currently be active.

For the same reason, the full screen project setting doesn’t work unless the engine is started from within a valid input event handler. This requires customization of the HTML page.

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.

See also

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.

Warning

Access to microphone requires a secure context.

Networking

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

Currently, only HTTP client, HTTP requests, WebSocket (client) and WebRTC are supported.

The HTTP classes also have several restrictions on the HTML5 platform:

  • Accessing or changing the StreamPeer is not possible

  • Threaded/Blocking mode is not available

  • Cannot progress more than once per frame, so polling in a loop will freeze

  • No chunked responses

  • Host verification cannot be disabled

  • Subject to same-origin policy

Clipboard

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.

Warning

Requires a secure context.

Gamepads

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.

Warning

Requires a secure context.

Boot splash is not displayed

The default HTML page does not display the boot splash while loading. However, the image is exported as a PNG file, so custom HTML pages can display it.

Serving the files

Exporting for the web generates several files to be served from a web server, including a default HTML page for presentation. A custom HTML file can be used, see Custom HTML page for Web export.

Warning

If either thread support or extension support are enabled, the exported project will require SharedArrayBuffer. This requires a secure context, while also requiring the following CORS headers to be set when serving the files:

  1. Cross-Origin-Opener-Policy: same-origin
  2. 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. It is not used in the default HTML page, but is included for custom HTML pages.

The .pck file is binary, usually delivered with the MIME-type application/octet-stream. The .wasm file is delivered as application/wasm.

Warning

Delivering the WebAssembly module (.wasm) with a MIME-type other than application/wasm can prevent some start-up optimizations.

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:

  1. # You may need to replace `python` with `python3` on some platforms.
  2. 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.

Environment variables

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


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