2023-01-12 20:49:14 +01:00
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2022-03-18 17:46:08 +01:00
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Compiling for the Web
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=====================
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2022-09-10 12:15:58 +02:00
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.. seealso::
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This page describes how to compile HTML5 editor and export template binaries from source.
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If you're looking to export your project to HTML5 instead, read `doc_exporting_for_web`.
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Requirements
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------------
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To compile export templates for the Web, the following is required:
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2023-01-12 20:39:50 +01:00
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- `Emscripten 1.39.9+ ( https://emscripten.org )`.
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- `Python 3.5+ ( https://www.python.org/ )`.
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- `SCons 3.0+ ( https://www.scons.org )` build system.
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.. seealso:: To get the Godot source code for compiling, see
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`doc_getting_source`.
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For a general overview of SCons usage for Godot, see
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`doc_introduction_to_the_buildsystem`.
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Building export templates
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-------------------------
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2023-01-12 19:43:03 +01:00
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Before starting, confirm that `emcc` is available in your PATH. This is
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usually configured by the Emscripten SDK, e.g. when invoking `emsdk activate`
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and `source ./emsdk_env.sh`/`emsdk_env.bat`.
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Open a terminal and navigate to the root directory of the engine source code.
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Then instruct SCons to build the JavaScript platform. Specify `target` as
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either `release` for a release build or `release_debug` for a debug build::
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scons platform=javascript tools=no target=release
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scons platform=javascript tools=no target=release_debug
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By default, the `JavaScript singleton ( doc_javascript_eval )` will be built
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into the engine. Official export templates also have the JavaScript singleton
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enabled. Since `eval()` calls can be a security concern, the
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`javascript_eval` option can be used to build without the singleton::
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scons platform=javascript tools=no target=release javascript_eval=no
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scons platform=javascript tools=no target=release_debug javascript_eval=no
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The engine will now be compiled to WebAssembly by Emscripten. Once finished,
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the resulting file will be placed in the `bin` subdirectory. Its name is
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`godot.javascript.opt.zip` for release or `godot.javascript.opt.debug.zip`
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for debug.
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Finally, rename the zip archive to `webassembly_release.zip` for the
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release template::
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mv bin/godot.javascript.opt.zip bin/webassembly_release.zip
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And `webassembly_debug.zip` for the debug template::
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mv bin/godot.javascript.opt.debug.zip bin/webassembly_debug.zip
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Threads and GDNative
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--------------------
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The default export templates do not include threads and GDNative support for
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performance and compatibility reasons. See the
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`export page ( doc_javascript_export_options )` for more info.
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You can build the export templates using the option `threads_enabled=yes` or
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`gdnative_enabled=yes` to enable threads or GDNative support::
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scons platform=javascript tools=no threads_enabled=yes target=release
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scons platform=javascript tools=no threads_enabled=yes target=release_debug
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scons platform=javascript tools=no gdnative_enabled=yes target=release
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scons platform=javascript tools=no gdnative_enabled=yes target=release_debug
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Once finished, the resulting file will be placed in the `bin` subdirectory.
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Its name will have either the `.threads` or `.gdnative` suffix.
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Finally, rename the zip archives to `webassembly_release_threads.zip` and
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`webassembly_release_gdnative.zip` for the release template::
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mv bin/godot.javascript.opt.threads.zip bin/webassembly_threads_release.zip
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mv bin/godot.javascript.opt.gdnative.zip bin/webassembly_gdnative_release.zip
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And `webassembly_debug_threads.zip` and `webassembly_debug_gdnative.zip` for
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the debug template::
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mv bin/godot.javascript.opt.debug.threads.zip bin/webassembly_threads_debug.zip
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mv bin/godot.javascript.opt.debug.gdnative.zip bin/webassembly_gdnative_debug.zip
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Building the Editor
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-------------------
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It is also possible to build a version of the Godot editor that can run in the
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browser. The editor version requires threads support and is not recommended
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over the native build. You can build the editor with::
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scons platform=javascript tools=yes threads_enabled=yes target=release_debug
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Once finished, the resulting file will be placed in the `bin` subdirectory.
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Its name will be `godot.javascript.opt.tools.threads.zip`. You can upload the
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zip content to your web server and visit it with your browser to use the editor.
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Refer to the `export page ( doc_javascript_export_options )` for the web
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server requirements.
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