See in Glossary platform. For a description of the general Player settings, see Player.
You can find documentation for the properties in the following sections:
Note: Although the Icon panel appears on the WebGL Player window, there are no icon settings because WebGL games don’t use icons. Also, the only settings on the Splash Image panel are the common Splash Screen settings.
For more information about WebGL Publishing Settings, see the WebGL Building and Running page.
This section allows you to customize the size and style.
|Default Canvas Width||Set the width of the WebGL canvas element.|
|Default Canvas Height||Set the width of the WebGL canvas element.|
|Run In Background||Enable this option to allow your content to continue to run when the canvas or the browser window loses focus.|
Select a template to use for your WebGL Project:
You can specify your own template so that you can run your game in a similar environment to the finished game. Follow the instructions in Using WebGL Templates.
This section allows you to customize a range of options organized into the following groups:
Use these settings to customize how Unity renders your game for the WebGL platform.
|Color Space||Choose which color space should be used for rendering: Gamma or Linear.
See the Linear rendering overview for an explanation of the difference between the two.
|Auto Graphics API||Disable this option to manually pick and reorder the graphics APIs. By default this option is enabled, and Unity includes WebGL2.0, with WebGL1.0 as a fallback for devices where WebGL2.0 is not supported.|
|Static BatchingA technique Unity uses to draw GameObjects on the screen that combines static (non-moving) GameObjects into big Meshes, and renders them in a faster way. More info
See in Glossary
|Enable this option to use Static batching.|
|Dynamic BatchingAn automatic Unity process which attempts to render multiple meshes as if they were a single mesh for optimized graphics performance. The technique transforms all of the GameObject vertices on the CPU and groups many similar vertices together. More info
See in Glossary
|Enable this option to use Dynamic Batching on your build (enabled by default).
Note: Dynamic batching has no effect when a Scriptable Render Pipeline is active, so this setting is only visible when nothing is set in the Scriptable Render Pipeline Asset Graphics setting.
|Graphics Jobs (Experimental)||Enable this option to instruct Unity to offload graphics tasks (render loops) to worker threads running on other CPU cores. This is intended to reduce the time spent in
Note: This feature is experimental. It may not deliver a performance improvement for your project, and may introduce instability.
Unity currently only supports Graphics Jobs when using Vulkan and this setting has no effect when using OpenGL ES.
|Lightmap Streaming Enabled||Enable this option to load only the lightmap mip maps as needed to render the current game Cameras. This value applies to the lightmap textures as they are generated.
Note: To use this setting, you must enable the Texture Streaming Quality setting.
|Streaming Priority||Set the lightmap mip map streaming priority to resolve resource conflicts. These values are applied to the light map textures as they are generated.
Positive numbers give higher priority. Valid values range from –128 to 127.
|Scripting Runtime Version||Choose which .NET implementation to use in your project. For more details, see Microsoft’s .NET documentation.|
|.NET 3.5 Equivalent (Deprecated)||A .NET runtime which implements the .NET 3.5 API. This functionality is deprecated, and should no longer be used. Please use .NET 4.|
|.NET 4.x Equivalent||A .NET runtime which implements the .NET 4 API. This API is newer than .NET 3.5, and as such, it offers access to more APIs, is compatible with more external libraries, and supports C# 6. This is the default scripting runtime.|
Scripting BackendA framework that powers scripting in Unity. Unity supports three different scripting backends depending on target platform: Mono, .NET and IL2CPP. Universal Windows Platform, however, supports only two: .NET and IL2CPP. More info
See in Glossary
|This option is not available for WebGL because WebGL always uses the IL2CPPA Unity-developed scripting back-end which you can use as an alternative to Mono when building Projects for some platforms. More info
See in Glossary Scripting backend.
|API Compatibility Level||Choose which .NET APIs you can use in your Project. This setting can affect compatibility with 3rd-party libraries.
Tip: If you are having problems with a third-party assembly, you can try the suggestion in the API Compatibility Level section below.
|.Net 2.0||Maximum .net compatibility, biggest file sizes. Part of the deprecated .NET 3.5 runtime.|
|.Net 2.0 Subset||Subset of full .net compatibility, smaller file sizes. Part of the deprecated .NET 3.5 runtime.|
|.Net Standard 2.0||Compatible with .NET Standard 2.0. Produces smaller builds and has full cross-platform support.|
|.Net 4.x||Choose this option when using libraries that access APIs not included in .NET Standard 2.0. This option is compatible with the .NET Framework 4, which includes everything in the .NET Standard 2.0 profile as well as additional APIs.
Produces larger builds and any additional APIs available are not necessarily supported on all platforms. See Referencing additional class library assemblies for more information.
|Disable HW Statistics||Enable this option to instruct the application not to send information about the hardware to Unity. By default, Unity Android applications send anonymous HW statistics to Unity. This provides you with aggregated information to help you make decisions as a developer.|
|Scripting Define Symbols||Set custom compilation flags. For more details, see Platform dependent compilation.|
|Allow ‘unsafe’ Code||Enable support for compiling ‘unsafe’ C# code in a pre-defined assembly (for example,
For Assembly Definition Files (
|Active Input Handling||Choose how you want to handle input from users.|
|Input Manager||Use the traditional Input window.|
|Input System (Preview)||Use the newer Input system. The Input System is under development. To try an early preview of the Input System, install the InputSystem package. If you select the Input System (Preview) option without having that package installed, nothing happens except for some extra processing.|
|Both||Use both systems side by side.|
You can choose your mono API compatibility level for all targets. Sometimes a 3rd-party .NET library uses functionality that is outside of your .NET compatibility level. In order to understand what is going on in such cases, and how to best fix it, try following these suggestions:
|Prebake CollisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. More info
See in Glossary Meshes
|Enable this option to add collision data to Meshes at build time.|
|Keep Loaded ShadersA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary Alive
|Enable this option to prevent shaders from being unloaded.|
|Preloaded Assets||Set an array of Assets for the player to load on startup.
To add new Assets, increase the value of the Size property and then set a reference to the Asset to load in the new Element box that appears.
|Strip Engine Code||Enable code stripping. This setting is only available with the IL2CPP Scripting Backend.
Most games don’t use all necessary DLLs. With the Strip Engine Code option enabled, you can strip out unused parts to reduce the size of the built player on iOS devices. If your game is using classes that would normally be stripped out by the option you currently have selected, you’ll be presented with a Debug message when you make a build.
|Managed Stripping Level||Choose how aggressively Unity strips unused managed (C#) code.
When Unity builds your game or application, the Unity Linker process can strip unused code from the managed dynamically linked libraries used in the project. Stripping code can make the resulting executable significantly smaller, but can sometimes mistakenly remove code that is actually used.
|Normal||Remove unreachable managed code to reduce build size and .NET/IL2CPP build times.|
|Aggressive||Remove code more aggressively than under the normal option. Code size is further reduced, but this additional reduction may have side effects. For example, some methods may no longer be visible in the debugger and code accessed through reflection can be stripped. You can create a custom
|Vertex Compression||Select which vertex channels should be compressed. For example, you can enable compression for everything except positions and lightmap UVs.
Compression can save memory and bandwidth but lowers precision. Whole Mesh compression set per imported object overrides where vertex compression is set on objects. Everything else obeys these vertex compression settings.
|Optimize Mesh__ Data__||Enable this option to remove any data from Meshes that is not required by the Material applied to them (such as tangents, normals, colors, and UVs).|
Select what type of logging to allow in specific contexts.
Check one box that corresponds to each Log Type (Error, Assert, Warning, Log, and Exception) when running scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary (ScriptOnly) , all the time (Full), or never (None).
Enable the Clamp BlendShapes (Deprecated) option to clamp the range of blend shape weights in SkinnedMeshRenderers.
|Memory Size||Set the memory available to the WebGL runtime, given in megabytes. You should choose this value carefully: if it is too low, you will get out-of-memory errors because your loaded content and scenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary won’t fit into the available memory. However, if you request too much memory then some browser/platform combinations might not be able to provide it and consequently fail to load the player. See Memory in WebGL for details.
|Enable Exceptions||Choose how to handle unexpected code behavior (generally considered errors) at run time. The options are: None, Explicitly Thrown Exceptions Only, Full Without Stacktrace, and Full With Stacktrace. See the Building and running a WebGL project page for details.|
|Compression Format||Choose the compressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
See in Glossary format to use for release build files. The options are: Gzip, Brotli, or Disabled (none). Note that this option does not affect development buildsA development build includes debug symbols and enables the Profiler. More info
See in Glossary.
|Name Files As Hashes||Enable this option to use an MD5 hash of the uncompressed file contents as a filename for each file in the build.|
|Data caching||Enable this option to automatically cache your contents Asset data on the user’s machine so it doesn’t have to be re-downloaded on subsequent runs (unless the contents have changed).
Caching is implemented using the IndexedDB API provided by the browser. Some browsers may implement restrictions around this, such as asking the user for permission to cache data over a specific size.
|Debug Symbols||Enable this option to preserve debug symbols and perform demangling of the stack trace when an error occurs. For release builds, all the debug information is stored in a separate file which is downloaded from the server on demand when an error occurs. Development builds always have demangling support embedded in the main module and therefore are not affected by this option.|
|Linker Target||Choose the build type to generate: asm.js, WebAssembly, or Both.
asm.js is widely supported across browsers, while WebAssembly is a new and efficient format for the web. If you choose Both, Unity generates both WebAssembly and asm.js formats. Then at run time, WebAssembly is used if it’s supported by the browser; otherwise it falls back to asm.js.