godot-platform-web

v2026.09.24

Expert blueprint for HTML5/web export on Compatibility (WebGL 2.0): JavaScriptBridge, localStorage wrapper, custom loading shells, COOP/COEP hosts, relative paths, beforeunload, visibility pause, and size optimization. WebGPU is out of scope. Keywords: web, HTML5, WebGL, Compatibility, JavaScriptBridge, localStorage, COOP, COEP, canvas, browser API.

GitHub
Install command
npx skhub add thedivergentai/godot-platform-web
Markdown
SKILL.md

NEVER Do (Expert Web Rules)

Persistence & Storage

  • NEVER use FileAccess alone for persistent web saves — Prefer web_local_storage_wrapper.gd (localStorage / IndexedDB via JavaScriptBridge).
  • NEVER assume localStorage is permanent — Implement cloud-save fallback for production.

Rendering & Logic

  • NEVER use the Forward+ renderer for web — Use Compatibility (WebGL 2.0).
  • NEVER block the browser event loop — Long sync work → "Kill the Page." Use await / threaded workers where available.
  • NEVER ignore COOP/COEP — Threads/SharedArrayBuffer need cross-origin isolation.

UX & Security

  • NEVER forget tab focus loss — Pause audio on visibilitychange.
  • NEVER trigger Fullscreen/Mouse Lock without a click — Must be inside a user gesture.
  • NEVER use absolute paths in HTML shells — Relative paths for subdirectory hosting.

Host checklist (procedure)

  1. HTTPS — Required for many browser APIs (clipboard, some storage policies, secure contexts).
  2. COOP / COEP — Serve isolation headers when enabling threads / SharedArrayBuffer (see exporting-for-web docs).
  3. Relative shell paths — Custom index.html / PCK/WASM URLs must be relative so /game/ subpaths work.
  4. beforeunload — Wire web_navigation_guard.gd when unsaved progress exists.
  5. Compatibility renderer + texture compression — Desktop browsers: S3TC/BPTC as appropriate; keep particle/draw budgets low.

Available Scripts

MANDATORY: For saves, load web_local_storage_wrapper.gd — do not paste JavaScriptBridge.eval("localStorage.setItem...") string recipes.

web_local_storage_wrapper.gd

Quota-safe localStorage via get_interface + JSON (no eval string interpolation).

web_javascript_bridge_callback.gd

Two-way JS↔GD with create_callback (keep callback refs alive).

web_responsive_canvas_adaptor.gd

Canvas resize to browser viewport.

web_browser_input_guard.gd

Suppress context menu / spacebar scroll defaults.

web_resource_lazy_loader.gd

Remote PCK/resource fetch patterns.

web_clipboard_interface.gd

Async clipboard via Navigator API.

web_visibility_auto_pause.gd

Pause engine/audio on tab hide.

web_navigation_guard.gd

beforeunload unsaved-progress guard.

web_external_url_opener.gd

window.open with noopener.

web_performance_profiler.gd

VRAM/draw stats to JS console.

Also in scripts/

Expert WHY (critical)

CAUTION: Never persist via JavaScriptBridge.eval("localStorage.setItem('%s')" % data) — injection/escaping bugs. Use web_local_storage_wrapper.gd.

  • PWA updates — pwa_update_available → pwa_update() when pwa_needs_update().
  • WebGPU — not a Godot 4.x web renderer; ship Compatibility (WebGL 2.0).
  • JSON-RPC host page — structured bidirectional bridge: web_json_rpc_bridge.gd.

Deep dive (load on demand)

PWA lifecycle, JSON-RPC bridge, localStorage anti-patterns, size knobs — references/web-elite-patterns.md.

Loading shell (custom HTML)

<!-- index.html custom loading — keep asset URLs relative -->
<div id="loading-screen">
    <div class="progress-bar"><div id="progress" style="width: 0%"></div></div>
    <p id="status-text">Loading...</p>
</div>
<script>
const engine = new Engine(CONFIG);
engine.startGame({
    onProgress: function(current, total) {
        const percent = Math.floor((current / total) * 100);
        document.getElementById('progress').style.width = percent + '%';
        document.getElementById('status-text').innerText = `Loading ${percent}%`;
    }
}).then(() => {
    document.getElementById('loading-screen').style.display = 'none';
});
</script>

Feature gate

if OS.has_feature("web"):
    # Web-only: storage wrapper, visibility pause, navigation guard
    pass

Size / perf knobs

[rendering]
textures/vram_compression/import_s3tc_bptc=true
textures/vram_compression/import_etc2_astc=true
  • Target ~60 FPS mid-range browsers; cut particles, draw calls, huge textures.
  • Keep download under a practical budget (~50MB) via exclude filters on docs/source.

PWA update hook

func _ready() -> void:
    if OS.has_feature("web"):
        JavaScriptBridge.pwa_update_available.connect(_on_pwa_update)

func _on_pwa_update() -> void:
    if JavaScriptBridge.pwa_needs_update():
        JavaScriptBridge.pwa_update()

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.

Official Documentation

Related Skills

Prerequisites

  • godot-project-foundations — Feature tags (web), Compatibility renderer defaults, and display stretch settings every HTML5 export branch depends on.
  • godot-input-handling — InputEvent ownership before suppressing browser defaults (context menu, spacebar scroll) or remapping canvas focus.
  • godot-save-load-systems — Versioned save ownership and cloud-fallback hooks that localStorage wrappers must not invent ad hoc.

Complements

Downstream / consumers

  • godot-export-builds — CI presets, artifact hosting, and size gates after browser APIs and Compatibility settings are locked in.

Master

  • godot-master — Library router and mirrored module entry for discovering this platform skill beside sibling domains.
Discovery
Tags

No tags published for this skill.

Version
Latest version metadata

Version

v2026.09.24

Published

Sep 24, 2026

Category

Uncategorized

License

LGPL-3.0

Source path

skills/godot-platform-web

Default branch

main

Latest commit

4c4d0ff

Tree SHA

4df5616