Web Export in Godot 4.3+
Ship a Godot 4.x game as HTML5/WebAssembly. This covers what is different from a desktop export: the renderer, threading and server headers, browser interop, persistence, and the input and audio rules browsers enforce. All examples target Godot 4.3+ with no deprecated APIs.
C# projects cannot export to Web in Godot 4 — the .NET editor refuses the export (still true in 4.7.2). The code in this skill is GDScript only for that reason; a C# game that needs a browser build must be ported to GDScript or stay on Godot 3.
Related skills: export-pipeline for presets, CLI export and CI/CD, web-services for HTTP and WebSockets from the browser, rendering-pipeline for what the Compatibility renderer can and cannot do, audio-system for buses and playback, save-load for save formats.
1. What Changes on Web
| Area | On Web |
|---|
| Renderer | Always Compatibility (WebGL 2) — rendering/renderer/rendering_method.web defaults to gl_compatibility. No SDFGI, VoxelGI, volumetric fog, SSR, FSR, or screen-space AA |
| Scripting | GDScript and GDExtension only. No C# |
| Threads | Optional. Off by default; turning them on needs special server headers (Section 3) |
| Audio | Sample playback through the Web Audio API by default — AudioEffects on buses do not apply (Section 6) |
| Files | user:// lives in the browser's IndexedDB; there is no access to the player's disk except downloads and file-picker uploads |
| Networking | HTTP via the browser's fetch (CORS applies), WebSockets and WebRTC only — no raw TCP/UDP, so no ENet |
| Processes | No OS.execute(), OS.create_process(), or quitting the tab |
Design for this from the start if web is a primary target. Porting a Forward+ game late means re-lighting it.
2. The Export Preset
Add a Web preset in Project → Export (export templates must be installed). The options that matter:
| Option | Default | Set it when |
|---|
variant/thread_support | false | You need threads and can serve COOP/COEP headers (Section 3) |
variant/extensions_support | false | The project uses GDExtension (needs the extension's web build) |
vram_texture_compression/for_desktop | true | S3TC/BPTC textures for desktop browsers |
vram_texture_compression/for_mobile | false | Turn on for phone browsers (ETC2/ASTC); costs a second texture set in the PCK |
html/canvas_resize_policy | Adaptive | None / Project when embedding in a fixed-size page element |
html/focus_canvas_on_start | true | Keep on so keyboard input works without a first click |
html/experimental_virtual_keyboard | false | Mobile browsers need an on-screen keyboard for LineEdit |
html/head_include | empty | Extra <head> tags — analytics, meta tags, fonts |
html/custom_html_shell | empty | Replace the whole loading page with your own template |
progressive_web_app/enabled | false | Installable, offline-capable build (Section 4) |
threads/emscripten_pool_size, threads/godot_pool_size (Godot 4.5+) | 8, 4 | Only shown with thread support; lower them to reduce memory |
The output is an .html page plus .js, .wasm, .pck, and audio worklet files — upload all of them together. The default filename for the page should be index.html for most hosts.
CLI export works as on desktop: godot --headless --export-release "Web" build/web/index.html.
3. Threads or No Threads
Threaded builds use SharedArrayBuffer, which browsers only enable on a cross-origin isolated page. The server must send both headers on every file of the export (the page, its scripts, and the worker scripts):
Cross-Origin-Opener-Policy: same-origin
Cross-Origin-Embedder-Policy: require-corp
| No threads (default, Godot 4.3+) | Threads |
|---|
| Hosting | Any static host | Needs the two headers above, or the PWA workaround |
| Audio | Sample playback, low latency | Sample playback by default; stream mode crackles more |
| Embeds, ads, third-party iframes | Work | Break unless they also send CORP/CORS headers (require-corp blocks them) |
WorkerThreadPool | Tasks run inline on the main thread, so heavy work stalls frames | Real background threads |
Thread | start() returns OK but the function never runs | Real background threads |
| Feature tag | nothreads | threads |
Default to no threads. Turn them on only when profiling shows a real need (heavy procedural generation, physics on background threads), and you control the server or use a host that sets the headers. Code that must behave differently can check OS.has_feature("threads") — and any Thread-based code (level generation, loaders) must, or it silently does nothing on the default build. WorkerThreadPool is the portable choice.
Godot's own Remote Debug → Run in Browser server sends the headers, so a threaded build can work locally and fail once uploaded. Test on the real host.
4. Hosting
| Host | What to do |
|---|
| itch.io | Upload a ZIP with index.html at its root, set the project kind to HTML. For threaded builds tick SharedArrayBuffer support in the embed options |
| GitHub Pages, plain static hosts | No custom headers: ship the no-threads build, or enable PWA with progressive_web_app/ensure_cross_origin_isolation_headers (default true) so a service worker adds the headers after the first load |
| Your own server / CDN | Send COOP/COEP for threads, serve .wasm as application/wasm, and precompress .wasm and .pck with Brotli or gzip |
Server config snippets (nginx, Apache, Netlify, Cloudflare Pages), compression, and cache headers: references/hosting.md.
The PWA option also makes the game installable and playable offline. After you publish an update, JavaScriptBridge.pwa_needs_update() turns true (and pwa_update_available is emitted); call JavaScriptBridge.pwa_update() to reload into the new version — it reloads every open tab.
5. Detecting the Platform and Talking to JavaScript
<!-- csharp-parity: n/a — C# projects cannot export to Web in Godot 4, so web-only code paths are GDScript only -->
Use feature tags, not OS.get_name() string checks:
func _ready() -> void:
if OS.has_feature("web"):
$QuitButton.hide() # A tab cannot be closed from inside the game.
if OS.has_feature("web_ios") or OS.has_feature("web_android"):
_use_touch_controls()
web_android, web_ios, web_macos, web_windows, and web_linuxbsd read the browser's user agent. Use them to pick controls or quality, never as a security check.
JavaScriptBridge calls into the page. It exists on every platform but only does something on Web, so guard calls with OS.has_feature("web").
var _on_resize_cb: JavaScriptObject # Keep a reference, or the callback is collected and never fires.
func _ready() -> void:
if not OS.has_feature("web"):
return
var window := JavaScriptBridge.get_interface("window")
_on_resize_cb = JavaScriptBridge.create_callback(_on_browser_resize)
window.addEventListener("resize", _on_resize_cb)
var lang: String = JavaScriptBridge.eval("navigator.language", true)
print("Browser language: ", lang)
func _on_browser_resize(args: Array) -> void:
print("Browser resized: ", args[0].type)
func export_save_file(data: PackedByteArray) -> void:
# Call from an input event (button press): browsers may block downloads that aren't.
JavaScriptBridge.download_buffer(data, "savegame.dat")
Callbacks receive one Array holding the JavaScript arguments. eval() runs arbitrary JavaScript — never pass it strings built from player input or network data.
Uploads, calling functions defined in your HTML shell, and sending events to the embedding page: references/javascript-bridge.md.
6. Audio
- Browsers block audio until the player interacts with the page. Start the game behind a "Click to play" screen (or the default loading page's click) so the first sound isn't swallowed.
audio/general/default_playback_type.web is Sample: sounds are handed to the Web Audio API for low latency. AudioEffects on buses (reverb, filters, AudioEffectCapture, AudioEffectSpectrumAnalyzer) do not apply in this mode. Forcing Stream restores effects at the cost of latency and crackling — test before choosing it.
- Prefer Ogg Vorbis for music and short WAV for SFX; MP3 also works. See audio-system and assets-pipeline.
7. Saving and Persistence
user:// is backed by IndexedDB and synced when a file is closed. ConfigFile, FileAccess, and ResourceSaver work unchanged.
<!-- csharp-parity: n/a — C# projects cannot export to Web in Godot 4, so web-only code paths are GDScript only -->
func save_settings(cfg: ConfigFile) -> void:
cfg.save("user://settings.cfg") # Flushed to IndexedDB when the file closes.
if OS.has_feature("web") and not OS.is_userfs_persistent():
$SaveWarning.text = "Saves won't survive closing this tab (private browsing or storage blocked)."
$SaveWarning.show()
- Private browsing, storage-blocking settings, and cleared site data wipe
user://. Check OS.is_userfs_persistent() and tell the player.
- Storage is per origin: the same game on another domain (or a new itch.io upload URL) starts with empty saves. Offer export/import of save files (Section 5) for anything players would hate to lose.
- Browsers may evict storage under disk pressure. For accounts and cross-device saves use a backend — see web-services.
8. Input, Window, and Performance Limits
| Behavior | Rule |
|---|
| Fullscreen, mouse capture, pointer lock, clipboard writes | Only work from inside an input event handler (a click or key press), not from _ready() or a timer |
| Keyboard focus | Lost when the player clicks outside the canvas; keep html/focus_canvas_on_start on and show a "click to focus" hint |
| Browser shortcuts | Ctrl+W, Ctrl+T, F11 and similar may be handled by the browser, not the game — don't bind core actions to them |
| Frame rate | The browser drives frames with requestAnimationFrame; background tabs are throttled or paused, so pause the game on NOTIFICATION_WM_WINDOW_FOCUS_OUT |
| Memory | WebAssembly memory is limited; large levels and uncompressed textures crash low-end and mobile browsers first |
| Load size | Every megabyte of .pck and .wasm is downloaded before play — trim unused assets and compress on the server |
Load-size checklist (export filters, texture formats, custom template builds without unused modules): references/hosting.md.
9. Common Pitfalls
| Symptom | Cause | Fix |
|---|
Blank page, console says SharedArrayBuffer is not defined | Threaded build on a server without COOP/COEP | Export with thread support off, or add the headers |
| Works locally, fails after upload | The editor's test server sends headers your host doesn't | Test on the real host; ship no-threads |
Opening index.html from disk fails | Browsers block WebAssembly from file:// | Serve over HTTP, even locally |
| Game looks flat or dark compared to desktop | Compatibility renderer drops advanced lighting | Bake lightmaps; design for Compatibility (see rendering-pipeline) |
| No sound until the second click | Autoplay policy | Click-to-play screen before the first sound |
| Reverb/filters missing | Sample playback ignores bus effects | Accept it, or use Stream playback for that project |
| Saves gone next visit | Private window or new origin | Warn via is_userfs_persistent(); offer save export |
| HTTP requests fail only in the browser | CORS or mixed content | Fix server headers; HTTPS/WSS only (see web-services) |
request_fullscreen / mouse capture ignored | Not called from an input event | Trigger it from a button press |
| Web export fails with "not supported in Godot 4 when using C#/.NET" | .NET editor builds cannot target Web | Port to GDScript, or export a GDScript-only project from the standard editor |
10. Checklist