EditorExportPlatformWeb ​
Inherits: EditorExportPlatform < RefCounted < Object
Exporter for the Web.
Description
The Web exporter customizes how a web build is handled. In the editor's "Export" window, it is created when adding a new "Web" preset.
Note: Godot on Web is rendered inside a <canvas>
tag. Normally, the canvas cannot be positioned or resized manually, but otherwise acts as the main Window of the application.
Tutorials
Properties
Property Descriptions
String custom_template/debug 🔗
File path to the custom export template used for debug builds. If left empty, the default template is used.
String custom_template/release 🔗
File path to the custom export template used for release builds. If left empty, the default template is used.
int html/canvas_resize_policy 🔗
Determines how the canvas should be resized by Godot.
None: The canvas is not automatically resized.
Project: The size of the canvas is dependent on the ProjectSettings.
Adaptive: The canvas is automatically resized to fit as much of the web page as possible.
String html/custom_html_shell 🔗
The custom HTML page that wraps the exported web build. If left empty, the default HTML shell is used.
For more information, see the Customizing HTML5 Shell tutorial.
bool html/experimental_virtual_keyboard 🔗
Experimental: This property may be changed or removed in future versions.
If true
, embeds support for a virtual keyboard into the web page, which is shown when necessary on touchscreen devices.
If true
, the project icon will be used as the favicon for this application's web page.
bool html/focus_canvas_on_start 🔗
If true
, the canvas will be focused as soon as the application is loaded, if the browser window is already in focus.
Additional HTML tags to include inside the <head>
, such as <meta>
tags.
Note: You do not need to add a <title>
tag, as it is automatically included based on the project's name.
Color progressive_web_app/background_color 🔗
The background color used behind the web application.
int progressive_web_app/display 🔗
The display mode to use for this progressive web application. Different browsers and platforms may not behave the same.
Fullscreen: Displays the app in fullscreen and hides all of the browser's UI elements.
Standalone: Displays the app in a separate window and hides all of the browser's UI elements.
Minimal UI: Displays the app in a separate window and only shows the browser's UI elements for navigation.
Browser: Displays the app as a normal web page.
bool progressive_web_app/enabled 🔗
If true
, turns this web build into a progressive web application (PWA).
bool progressive_web_app/ensure_cross_origin_isolation_headers 🔗
When enabled, the progressive web app will make sure that each request has cross-origin isolation headers (COEP/COOP).
This can simplify the setup to serve the exported game.
String progressive_web_app/icon_144x144 🔗
File path to the smallest icon for this web application. If not defined, defaults to the project icon.
Note: If the icon is not 144×144, it will be automatically resized for the final build.
String progressive_web_app/icon_180x180 🔗
File path to the small icon for this web application. If not defined, defaults to the project icon.
Note: If the icon is not 180×180, it will be automatically resized for the final build.
String progressive_web_app/icon_512x512 🔗
File path to the largest icon for this web application. If not defined, defaults to the project icon.
Note: If the icon is not 512×512, it will be automatically resized for the final build.
String progressive_web_app/offline_page 🔗
The page to display, should the server hosting the page not be available. This page is saved in the client's machine.
int progressive_web_app/orientation 🔗
The orientation to use when the web application is run through a mobile device.
Any: No orientation is forced.
Landscape: Forces a horizontal layout (wider than it is taller).
Portrait: Forces a vertical layout (taller than it is wider).
int variant/emscripten_pool_size 🔗
The number of threads that emscripten will allocate at startup. A smaller value will allocate fewer threads and consume fewer system resources, but you may run the risk of running out of threads in the pool and needing to allocate more threads at run time which may cause a deadlock.
Note: Some browsers have a hard cap on the number of threads that can be allocated, so it is best to be cautious and keep this number low.
bool variant/extensions_support 🔗
If true
enables GDExtension support for this web build.
int variant/godot_pool_size 🔗
Override for the default size of the WorkerThreadPool. This setting is used when ProjectSettings.threading/worker_pool/max_threads size is set to -1 (which it is by default). This size must be smaller than variant/emscripten_pool_size otherwise deadlocks may occur.
When using threads this size needs to be large enough to accommodate features that rely on having a dedicated thread like ProjectSettings.physics/2d/run_on_separate_thread or ProjectSettings.rendering/driver/threads/thread_model. In general, it is best to ensure that this is at least 4 and is at least 2 or 3 less than variant/emscripten_pool_size.
bool variant/thread_support 🔗
If true
, the exported game will support threads. It requires a "cross-origin isolated" website, which may be difficult to set up and is limited for security reasons (such as not being able to communicate with third-party websites).
If false
, the exported game will not support threads. As a result, it is more prone to performance and audio issues, but will only require to be run on an HTTPS website.
bool vram_texture_compression/for_desktop 🔗
If true
, allows textures to be optimized for desktop through the S3TC/BPTC algorithm.
bool vram_texture_compression/for_mobile 🔗
If true
allows textures to be optimized for mobile through the ETC2/ASTC algorithm.