To create a build for WebGL, go to File > Build Settings from Unity’s main menu. In the Platform list, select WebGL and then click Switch Platform.
For Build Settings, refer to WebGL Build Settings.
When you have configured the Build Settings, choose from one the following options:
The Build
folder has the following files, where [ExampleBuild]
represents the name of the target build folder.
File name | Contains |
---|---|
[ExampleBuild].loader.js |
The JavaScript code that the web page needs to load the Unity content. |
[ExampleBuild].framework.js |
JavaScript runtime and plugins. |
[ExampleBuild].wasm |
WebAssembly binary. |
[ExampleBuild].mem |
A binary image to initialize the heap memory for your Player. Unity generates this file for multi-threaded WebAssembly builds only. |
[ExampleBuild].data |
Asset data 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. |
[ExampleBuild].symbols.json |
Debug symbol names necessary to demangle an error stack trace. This file is only generated for Release builds when you enable the Debug Symbols option (File > Build Settings > Player Settings.) |
[ExampleBuild].jpg |
A background image, which displays while the build is loading. This file is only generated when a Background Image is available in the Player Settings (File > Build Settings > Player Settings > Splash Image). For more information, see Splash Screen. |
If you enable a 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 Method for your build, Unity identifies the extension that corresponds with the compression method and adds this extension to the names of the files inside the Build sub folder. If you enable Decompression Fallback, Unity appends the extension .unityweb
to the build file names. Otherwise, Unity appends the extension .gz
for the Gzip compression method, or .br
for the Brotli compression method.
For more information, refer to Compressed builds and server configuration.
If you enable Name Files As Hashes in the Player SettingsSettings that let you set various player-specific options for the final game built by Unity. More info
See in Glossary, Unity uses the hash of the file content instead of the default file name. This applies to each file in the build folder. This option allows you to upload updated versions of the game builds into the same folder on the server, and only upload the files which have changed between build iterations.
Note: Opening a Player directly from the file system might not work in some browsers. This is due to security restrictions applied to local file URLs.
Use Enable Exceptions to specify how unexpected code behavior (also known as errors) is handled at runtime. To access Enable Exceptions, go to the Publishing Settings section in WebGLA JavaScript API that renders 2D and 3D graphics in a web browser. The Unity WebGL build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL rendering API to run Unity content in a web browser. More info
See in Glossary Player Settings.
It has the following options:
throw
statement in your 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 infofinally
blocks are called. Note that selecting this option makes the generated JavaScript code from your scripts longer and slower; This might only be an issue if scripts are the main bottleneck in your project.throw
statements in your scripts (the same as in the Explicitly Thrown Exceptions Only option)