To deploy a WebGL build, you must configure your server and make sure you’re using the correct response headers, so that the browser can receive the proper response and process the response correctly.
There are two main settings in Unity that affect how you set up the server:
Choose the compression type from the WebGL Player Settings window (menu: Edit > Project Settings > Player, then select WebGL and expand the Publishing Settings section):
|gzip||This is the default option. Gzip files are bigger than Brotli files, but faster to build, and natively supported by all browsers over both HTTP and HTTPS.|
|Brotli||Brotli compression offers the best compression ratios. Brotli compressed files are smaller than gzip, but take a longer time to compress, which increases your iteration times on release builds. Chrome and Firefox only natively support Brotli compression over HTTPS.|
|Disabled||Disables compression. Use this option if you want to implement your own compression in post-processing scripts. You should also use it if you plan to use static compression on the hosting server.|
For more information on browser support for selected compression methods, see documentation on WebGL browser compatibility.
You might need to adjust your server configuration to match your specific build setup. In particular, there might be issues if you already have another server-side configuration to compress hosted files, which could interfere with this setup. To make the browser perform decompression natively while it downloads your application, append a Content-Encoding header to the server response. This header must correspond to the type of compression Unity uses at build time. For code samples, see Server Configuration Code Samples.
Enable decompression fallback from the Player Settings window (menu: Edit > Project Settings > Player, then select WebGL and expand the Publishing Settings section).
When you enable decompression fallback, Unity adds a
.unityweb extension to the build files.
You should consider using Decompression Fallback if you have less experience with server configuration, or if server configuration is unavailable to you.
Note: Using this option results in a larger loader size and a less efficient loading scheme for the build files.
The Decompression Fallback option is disabled by default. Therefore, by default, build files have an extension that corresponds to the compression method you select.
There are two compression methods to choose from: gzip or Brotli. For further information see the compression format section.
The setup process for native browser decompression depends on your web server. For code samples, see Server Configuration Code Samples.
A Content-Encoding header tells the browser which type of compression Unity has used for the compressed files. This allows the browser to decompress the files natively.
Set the Content-Encoding response header to the compression method selected in the Player Settings.
|Compression method||File extension||Response header|
WebAssembly streaming allows the browser to compile the WebAssembly code while it is still downloading the code. This significantly improves loading times.
For WebAssembly streaming compilation to work, the server needs to return WebAssembly files with an
application/wasm MIME type.
To use WebAssembly streaming, you need to serve WebAssembly files with the
Content-Type: application/wasm response header.
A Content-Type header tells the server which media type the content is. This value should be set to
application/wasm for WebAssembly files.
|File extension||Response header|
|.wasm, .wasm.gz, .wasm.br||
|File extension||Response header|
|.js, .js.gz, js.br||