Individual skill
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
skills/web-export/SKILL.md
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- ai-skills Repository topic
- claude-code Repository topic
- copilot Repository topic
- csharp Repository topic
- game-development Repository topic
- gamedev Repository topic
- gdscript Repository topic
- godot Repository topic
- godot-4 Repository topic
- godot-engine Repository topic
- engineering Derived category
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SKILL.mdcore · 13,606 bytesreferences/hosting.mddoc · 4,493 bytesreferences/javascript-bridge.mddoc · 5,453 bytes
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# 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.
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## 1. What Changes on Web
| Area | On Web |
|---|---|