Skip to content

Commit 30a95a3

Browse files
authored
Merge pull request godotengine#8829 from Calinou/one-click-deploy-web-access-remote
Document accessing web one-click deploy from remote devices
2 parents 87298e8 + 1f8046d commit 30a95a3

File tree

1 file changed

+45
-3
lines changed

1 file changed

+45
-3
lines changed

tutorials/export/one-click_deploy.rst

Lines changed: 45 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -53,8 +53,10 @@ Supported platforms
5353
- **Desktop platforms:** Exports the project with debugging enabled and runs it
5454
on the remove computer via SSH.
5555

56-
- **HTML5:** Starts a local web server and runs the exported project by opening
57-
the default web browser.
56+
- **Web:** Starts a local web server and runs the exported project by opening
57+
the default web browser. This is only accessible on ``localhost`` by default.
58+
See :ref:`Troubleshooting <doc_one-click_deploy_troubleshooting_web>`
59+
for making the exported project accessible on remote devices.
5860

5961
Using one-click deploy
6062
----------------------
@@ -87,7 +89,7 @@ Using one-click deploy
8789
export setting.
8890

8991
- Make sure there is an export preset marked as **Runnable** for the target
90-
platform (Android, iOS or HTML5).
92+
platform (Android, iOS or Web).
9193
- If everything is configured correctly and with no errors, platform-specific
9294
icons will appear in the top-right corner of the editor.
9395
- Click the button to export to the desired platform in one click.
@@ -117,3 +119,43 @@ To resolve this:
117119
- On Linux, you may be missing the required
118120
`udev rules <https://github.com/M0Rf30/android-udev-rules>`__
119121
for your device to be recognized.
122+
123+
.. _doc_one-click_deploy_troubleshooting_web:
124+
125+
Web
126+
^^^
127+
128+
By default, the web server started by the editor is only accessible from
129+
``localhost``. This means the web server can't be reached by other devices on
130+
the local network or the Internet (if port forwarding is set up on the router).
131+
This is done for security reasons, as you may not want other devices to be able
132+
to access the exported project while you're testing it. Binding to ``localhost``
133+
also prevents a firewall popup from appearing when you use one-click deploy for
134+
the web platform.
135+
136+
To make the local web server accessible over the local network, you'll need to
137+
change the **Export > Web > HTTP Host** editor setting to ``0.0.0.0``. You will
138+
also need to enable **Export > Web > Use TLS** as SharedArrayBuffer requires the
139+
use of a secure connection to work, *unless* connecting to ``localhost``.
140+
However, since other clients will be connecting to a remote device, the use of
141+
TLS is absolutely required here.
142+
143+
To make the local web server accessible over the Internet, you'll also need to
144+
forward the **Export > Web > HTTP Port** port specified in the Editor Settings
145+
(``8060`` by default) in TCP on your router. This is usually done by accessing
146+
your router's web interface then adding a NAT rule for the port in question. For
147+
IPv6 connections, you should allow the port in the router's IPv6 firewall
148+
instead. Like for local network devices, you will also need to enable **Export >
149+
Web > Use TLS**.
150+
151+
.. note::
152+
153+
When **Use TLS** is enabled, you will get a warning from your web browser as
154+
Godot will use a temporary self-signed certificate. You can safely ignore it
155+
and bypass the warning by clicking **Advanced** and then **Proceed to
156+
(address)**.
157+
158+
If you have a SSL/TLS certificate that is trusted by browsers, you can specify
159+
the paths to the key and certificate files in the **Export > Web > TLS Key**
160+
and **Export > Web > TLS Certificate**. This will only work if the project
161+
is accessed through a domain name that is part of the TLS certificate.

0 commit comments

Comments
 (0)