How to use
- Copy the installation command and review the source package before installing it in your own agent environment.
- Check the source document for required tools, credentials and supported hosts.
- Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill godot-platform-webBefore you start
- Installation does not include a model subscription, API allowance or permission to access your files.
- Repository stars and installation counts describe activity, not an independent quality or security test.
Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.
NEVER Do (Expert Web Rules)
Persistence & Storage
- NEVER use FileAccess alone for persistent web saves — Prefer web_local_storage_wrapper.gd (
localStorage/ IndexedDB viaJavaScriptBridge). - 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/
SharedArrayBufferneed 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)
- HTTPS — Required for many browser APIs (clipboard, some storage policies, secure contexts).
- COOP / COEP — Serve isolation headers when enabling threads /
SharedArrayBuffer(see exporting-for-web docs). - Relative shell paths — Custom
index.html/ PCK/WASM URLs must be relative so/game/subpaths work. - `beforeunload` — Wire web_navigation_guard.gd when unsaved progress exists.
- 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/
- platform_web_patterns.gd — Misc web feature gates.
- web_bridge_sync.gd — Structured bridge sync helper.
- web_json_rpc_bridge.gd — JSON-RPC
create_callbackbridge (keep refs alive).
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()whenpwa_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
passSize / 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
- Exporting for the Web — Export presets, Compatibility/WebGL limits, and why COOP/COEP isolation is required for threads/
SharedArrayBuffer. - Web export — Platform overview for HTML5 hosting constraints before wiring browser-only APIs.
- The JavaScriptBridge singleton —
eval,get_interface, andcreate_callbackcontracts for two-way GD↔JS bridges. - Custom HTML page for Web export — Relative asset paths and custom loading shells so builds work under subdirectories.
- HTML5 shell class reference —
Engine/startGameprogress callbacks used by custom loading screens. - JavaScriptBridge — PWA update signals plus clipboard/download helpers that must keep JS callback refs alive.
- Introduction to the 3 rendering methods — Why web exports should ship Compatibility (WebGL 2.0) instead of Forward+.
- File paths in Godot projects — Why
user:///FileAccesspersistence is unreliable in browser sandboxes versuslocalStorage/IndexedDB. - Saving games — Serialize/version save payloads before wrapping them in browser storage APIs.
- Multiple resolutions — Stretch/aspect/content scale paired with HTML canvas resize policy for responsive web viewports.
- Handling quit requests — Pause/resume lifecycle that maps to tab
visibilitychangeandbeforeunloadguards. - GPU optimization — Draw-call, texture, and particle budgets that dominate WebGL frame time.
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
localStoragewrappers must not invent ad hoc.
Complements
- godot-platform-mobile — Touch/lifecycle patterns that overlap when the same build is played in mobile browsers.
- godot-platform-desktop — Keep native desktop paths healthy when one project dual-targets desktop + web.
- godot-audio-systems — Bus/voice control used when tab visibility must pause playback to avoid background audio.
- godot-performance-optimization — Profiling and CPU/GPU cuts when WebGL budgets still miss 60 FPS after Compatibility + compression.
- godot-ui-containers — Control layout that stays readable as the browser canvas resizes across desktop and phone web.
- godot-autoload-architecture — Singleton homes for JavaScriptBridge managers, storage wrappers, and always-on visibility guards.
- godot-multiplayer-networking — WebSocket/WebRTC peers that replace LAN assumptions once the game is browser-hosted.
- godot-resource-data-patterns — PCK/resource packing contracts consumed by remote lazy-load fetch flows on web.
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.




