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Web Export

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jame581
web-export

Use when shipping a Godot game to the browser — Web export preset options, threads vs no-threads and COOP/COEP headers, hosting on itch.io or your own server, PWA, JavaScriptBridge, user:// persistence, audio and input limits, and load size

Overview

Publisherjame581
RepositoryGodotPrompter
Skill nameweb-export
Stars
896
Forks
60
Bundled files
2
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 2 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by jame581 on GitHub. Read the source before you install it.

Installation

Install the Web Export AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/jame581/GodotPrompter/tree/master/skills/web-export
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/jame581/GodotPrompter.git /tmp/GodotPrompter
mkdir -p .claude/skills
cp -r /tmp/GodotPrompter/skills/web-export .claude/skills/web-export
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Web Export in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Web Export on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Web Export is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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

AreaOn Web
RendererAlways Compatibility (WebGL 2) — rendering/renderer/rendering_method.web defaults to gl_compatibility. No SDFGI, VoxelGI, volumetric fog, SSR, FSR, or screen-space AA
ScriptingGDScript and GDExtension only. No C#
ThreadsOptional. Off by default; turning them on needs special server headers (Section 3)
AudioSample playback through the Web Audio API by default — AudioEffects on buses do not apply (Section 6)
Filesuser:// lives in the browser's IndexedDB; there is no access to the player's disk except downloads and file-picker uploads
NetworkingHTTP via the browser's fetch (CORS applies), WebSockets and WebRTC only — no raw TCP/UDP, so no ENet
ProcessesNo 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:

OptionDefaultSet it when
variant/thread_supportfalseYou need threads and can serve COOP/COEP headers (Section 3)
variant/extensions_supportfalseThe project uses GDExtension (needs the extension's web build)
vram_texture_compression/for_desktoptrueS3TC/BPTC textures for desktop browsers
vram_texture_compression/for_mobilefalseTurn on for phone browsers (ETC2/ASTC); costs a second texture set in the PCK
html/canvas_resize_policyAdaptiveNone / Project when embedding in a fixed-size page element
html/focus_canvas_on_starttrueKeep on so keyboard input works without a first click
html/experimental_virtual_keyboardfalseMobile browsers need an on-screen keyboard for LineEdit
html/head_includeemptyExtra <head> tags — analytics, meta tags, fonts
html/custom_html_shellemptyReplace the whole loading page with your own template
progressive_web_app/enabledfalseInstallable, offline-capable build (Section 4)
threads/emscripten_pool_size, threads/godot_pool_size (Godot 4.5+)8, 4Only 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
HostingAny static hostNeeds the two headers above, or the PWA workaround
AudioSample playback, low latencySample playback by default; stream mode crackles more
Embeds, ads, third-party iframesWorkBreak unless they also send CORP/CORS headers (require-corp blocks them)
WorkerThreadPoolTasks run inline on the main thread, so heavy work stalls framesReal background threads
Threadstart() returns OK but the function never runsReal background threads
Feature tagnothreadsthreads

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

HostWhat to do
itch.ioUpload 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 hostsNo 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 / CDNSend 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

Use feature tags, not OS.get_name() string checks:

gdscript
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").

gdscript
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.

gdscript
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

BehaviorRule
Fullscreen, mouse capture, pointer lock, clipboard writesOnly work from inside an input event handler (a click or key press), not from _ready() or a timer
Keyboard focusLost when the player clicks outside the canvas; keep html/focus_canvas_on_start on and show a "click to focus" hint
Browser shortcutsCtrl+W, Ctrl+T, F11 and similar may be handled by the browser, not the game — don't bind core actions to them
Frame rateThe browser drives frames with requestAnimationFrame; background tabs are throttled or paused, so pause the game on NOTIFICATION_WM_WINDOW_FOCUS_OUT
MemoryWebAssembly memory is limited; large levels and uncompressed textures crash low-end and mobile browsers first
Load sizeEvery 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

SymptomCauseFix
Blank page, console says SharedArrayBuffer is not definedThreaded build on a server without COOP/COEPExport with thread support off, or add the headers
Works locally, fails after uploadThe editor's test server sends headers your host doesn'tTest on the real host; ship no-threads
Opening index.html from disk failsBrowsers block WebAssembly from file://Serve over HTTP, even locally
Game looks flat or dark compared to desktopCompatibility renderer drops advanced lightingBake lightmaps; design for Compatibility (see rendering-pipeline)
No sound until the second clickAutoplay policyClick-to-play screen before the first sound
Reverb/filters missingSample playback ignores bus effectsAccept it, or use Stream playback for that project
Saves gone next visitPrivate window or new originWarn via is_userfs_persistent(); offer save export
HTTP requests fail only in the browserCORS or mixed contentFix server headers; HTTPS/WSS only (see web-services)
request_fullscreen / mouse capture ignoredNot called from an input eventTrigger it from a button press
Web export fails with "not supported in Godot 4 when using C#/.NET".NET editor builds cannot target WebPort to GDScript, or export a GDScript-only project from the standard editor

10. Checklist

  • Project designed and lit for the Compatibility renderer
  • No C# in the project; GDExtension only with variant/extensions_support and web binaries
  • Thread support off unless needed and the host sends COOP/COEP (or the PWA service worker handles it)
  • vram_texture_compression/for_mobile enabled if phone browsers are a target
  • Tested on the actual host, not only the editor's Run in Browser server
  • Click-to-play screen before audio starts; game pauses when the tab loses focus
  • Fullscreen, mouse capture and downloads triggered from input events
  • OS.is_userfs_persistent() checked; players can export important saves
  • Quit button hidden on Web; platform checks use OS.has_feature("web")
  • JavaScriptBridge callbacks stored in member variables; eval() never fed untrusted strings
  • .wasm served as application/wasm; .wasm and .pck compressed on the server
  • Download size checked; unused assets excluded from the Web preset

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Web Export AI skill do?

Use when shipping a Godot game to the browser — Web export preset options, threads vs no-threads and COOP/COEP headers, hosting on itch.io or your own server, PWA, JavaScriptBridge, user:// persistence, audio and input limits, and load size

Why use Web Export on TypingMind?

Because you install it once and use it with any model. Web Export is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Web Export in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/jame581/GodotPrompter/tree/master/skills/web-export. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Web Export?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Web Export?

As many as you like. As long as a model supports skills, you can use Web Export with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Web Export AI skill free?

Yes. It is published on GitHub by jame581 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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