Go, Go, Godot!
  • 0
Godot and Netlify

Quickly deploying Godot games on the web with Netlify

January 22, 2023

When I think of video games, I generally still think of an application that is downloaded and runs on the client. Technically, that’s still the case with web-based exports from Godot Engine, since the web browser has to download the files before being able to run them.

I thought maybe I could just run the index.html file locally, but that does not work, as the web-based games with Godot Engine rely on modern browser features that require specific opt-in settings from the web server. If you try to just run the “index.html” file directly, you’ll be greeted with the following type of message instead of the game:

Hosting with Netlify is super simple. Create a new manual deployment, create a zip from the exported files, and upload it. It’ll show the same error message until Netlify is configured to allow the required features. Simply add a netlify.toml configuration file with the following contents:

# netlify.toml
[[headers]]
  for = "/*"
  [headers.values]
    Access-Control-Allow-Origin = "*"
    Cross-Origin-Opener-Policy = "same-origin"
    Cross-Origin-Embedder-Policy = "require-corp"

That’s all it took for a Godot Engine web export to come to life.

developer experienceweb
Posted in DX, Godot.
Share
PreviousDynamically finding and loading resources from the Filesystem for Android and Web Exports
NextIs Godot is the Linux of Game Engines?

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Related Posts

  • Wave Shooter title screen
    May 11, 2023

    The Pause Handler: Working around Godot 4’s particle jitter bug

    Godot Engine 4 has a bug (#50824) that causes particle jitter when the game is paused. It does look quite distracting. The Bug in Action This is a proof-of-concept wave shooter running in Godot Engine 4.0.2. Pausing the game was initially just a simple process_mode toggle. But as shown in the video clip above, there …

  • October 9, 2023

    Design Patterns for Building Friendships

    In this 2018 GDC session, Spry Fox‘s Daniel Cook explains how to keep human beings from being treated as interchangeable, disposable, or abusable when designing multiplayer games. If you’re developing, or thinking about developing a multiplayer game, this is a great talk to better understand the challenges of designing multiplayer interactions that result in more …

  • January 30, 2024

    Inventory System v1.1 available

    Hot on the heels of 1.0, version 1.1 allows for gaps in the inventory. This release also correctly bakes the release version into the PDF Guide.

  • February 16, 2024

    Inventory System v1.8.1 available

    A quick update to yesterday’s release with a few fixes:

    © 2026 GoGoGodot.io. All rights reserved.