# Publishing a Unity WebGL game from scratch in under 30 minutes

# Premise

Unity has made game development more straightforward than ever before. One can create a game prototype in mere hours and have it on their device with a single click. Still, publishing web builds can be a challenge if you aren't familiar with the available web hosting options. Fortunately, nowadays, there are many ways to host your games and even automate the build process.

This tutorial is a quick guide to setting up Unity (opens new window), GitHub Pages (opens new window) and GitHub Actions (opens new window). You'll create a new Unity project and deploy it to a web page accessible from any device.

Who this tutorial is for: You should have a very basic understanding of git and GitHub and basic Unity knowledge.

Before you start, you will need to install:

This tutorial uses Unity 2020.3.9f1, though it should work with any recent version.

In the end, you will have the following project structure:

├── .github
│   └── workflows
│       ├── activation.yml
│       └── deploy.yml
└── UnityWebGLDeploy
    ├── Assets
    ├── Packages
    ├── ProjectSettings
    ├── UserSettings
    └── .gitignore

You can use it as a reference for your progress over this tutorial. You can also download the full source code from Razenpok/unity-webgl-deploy (opens new window).

Screenshots in this tutorial are for reference only and might be outdated.

# Create and clone GitHub repository

First, we need to create a new git repository. Head over to github.com/new (opens new window) and create one.

Create git repository

Next, press the Set up in Desktop button to clone this fresh new repository.

Press "Set up in Desktop"

You should see a Clone a repository window in GitHub Desktop. Choose the preferred path for the repository and hit Clone.

Clone git repository

After you are done with cloning, note the default branch name: it should be either master or main. Take note of which one you have - you will need it later on.

Check default branch name

# Create Unity project

Open Unity Hub and create a new project. I'm using a 2D project template, but you can use any other.

Create Unity project

Next, open Edit -> Project Settings, select WebGL platform, open Publishing Settings block and change Compression Format to Disabled. Any other format will produce errors when published on GitHub Pages (see the Troubleshooting section). Don't forget to press File -> Save Project; using the default shortcut Ctrl+S won't save your changes!

Set Compression Format

Then, create a .gitignore file in the project folder (for me, it's UnityWebGLDeploy/.gitignore):



# Autogenerated VS/MD solution and project files

# Exclude rider idea data

# Unity3D generated meta files

# Unity3D Generated File On Crash Reports

# Create Unity Activation GitHub Action

To explain the need for the next step, you need to acknowledge the following:

  • Each Unity installation requires a valid license to run
  • Licenses are bound to machines, so you need to activate a new license on each new machine
  • GitHub Actions create a new virtual machine for each repository and maintain the same machine ID for all Action runs inside a repository

So, we need to acquire a Unity license just one time for our repository to execute builds however many times we want. To do that, we will use GitHub Actions provided by GameCI (opens new window). If you have any troubles up to the point of downloading the unity license file (.ulf), follow their documentation (opens new window).

Our first step will be creating a new workflow file .github/workflows/activation.yml.

name: Acquire activation file
  workflow_dispatch: {}
    name: Request manual activation file
    runs-on: ubuntu-latest
      - name: Request manual activation file
        id: getManualLicenseFile
        uses: game-ci/unity-request-activation-[email protected]
          unityVersion: 2020.3.9f1
      - name: Expose as artifact
        uses: actions/upload-[email protected]
          name: ${{ steps.getManualLicenseFile.outputs.filePath }}
          path: ${{ steps.getManualLicenseFile.outputs.filePath }}

Replace unityVersion with the one you are using for your project.

This workflow generates a new license activation file (.alf) which we will use to request a new license for our repository.

# Commit and push changes

Now, go back to GitHub Desktop, check in those ~30 files, and press the Commit button.

Commit files

On the following popup, don't choose any branch - go straight to Publish branch.

Publish branch

# Activate Unity license for your repository

Open the Actions tab in your repository page, select Acquire activation file workflow, and press Run workflow.

Run workflow

Wait until it's finished and download the .alf file. It is downloaded as a .zip file, though - you need will need to unzip it and use the actual .alf file from the inside in the next step.

Download .alf file

Visit license.unity3d.com (opens new window) and upload it.

Upload .alf file

If you are not sure which license option to pick, go for Personal Edition.

Select license option

Next, hit the download button - it will download the unity license file (.ulf)

Download .ulf file

# Add the Unity license file to repository secrets

Go to the Secrets page of your repository Settings.

Open Secrets page

Create a new repository secret:

  • Value: contents of your .ulf file

Create repository secret

# Create Deploy GitHub Action

Now, as we've got a valid Unity license for our repository, it's time to set up an actual build pipeline for our project. Again, we will use GameCI (opens new window) for this purpose. If you get troubles in this section, follow the relevant part of their documentation (opens new window).

As with any GitHub Action, first we need to create a new workflow .github/workflows/deploy.yml.

name: Deploy 🚀

      - master
    types: [closed]
      - master

    name: Deploy 🚀
    runs-on: ubuntu-latest
      - name: Checkout repository
        uses: actions/[email protected]
          lfs: true

      - name: Cache Library
        uses: actions/[email protected]
          path: UnityWebGLDeploy/Library
          key: Library-${{ github.sha }}
          restore-keys: Library-

      - name: Build project
        uses: game-ci/unity-[email protected]
          UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
          projectPath: UnityWebGLDeploy
          unityVersion: 2020.3.9f1
          targetPlatform: WebGL

      - name: Deploy to GitHub Pages
        uses: JamesIves/github-pages-deploy-[email protected]
          branch: gh-pages
          folder: build/WebGL/WebGL
          commit-message: Deploy
          single-commit: true

You will need to customize this file for your project:

  • Replace master with main if your default branch is different
  • Replace unityVersion with the one you are using for your project
  • Replace UnityWebGLDeploy with the name of your Unity project

This workflow builds your project and deploys it to the gh-pages git branch, which we will use in the next step.

Now, open GitHub Desktop, commit and push as we did earlier.

# Set up GitHub Pages

Go to Actions and wait for the deployment to finish. The initial deployment might take 15-20 minutes, but subsequent builds will be faster - somewhere around 5-10 minutes.

Wait deployment to finish

After deployment, go to Pages in your Settings and select gh-pages branch as a source for GitHub Pages.

Set GitHub Pages source

# Game published

That's it! Your game should now be published at PROFILE_NAME.github.io/REPOSITORY_NAME, like razenpok.github.io/unity-webgl-deploy (opens new window).

Game published

You might notice that the actual address is refactoring.ninja/unity-webgl-deploy (opens new window) - that's because I'm using a custom domain for my razenpok.github.io pages. Let me know in the comments if you are interested in a tutorial for setting up one for yourself 😃.

# Troubleshooting

# I see the "404 File not found" page instead of the deployed game

404 File not found

This error means that GitHub Pages couldn't find appropriate files to host. Most likely, the reason is that the Pages deployment wasn't completed yet. To check that, go to the repository page and click Environments.

Open Environments page

In this tab, wait for the deployment to finish and then press View Deployment.

Press View Deployment

# Game is published, but it is stuck at loading

Game is stuck at loading

Open your browser console (on Google Chrome, you need to press F12). If you see something like this, then you've probably didn't change the Compression Format to Disabled OR you didn't press File -> Save Project after that, so it wasn't saved.

Errors in browser console

Go ahead and do it properly this time, then commit and push changes. After a re-deployment, it should be loading correctly.

# What's next?

Develop your game! Each new commit in the master (or main) branch will re-deploy your game. Additionally, I would recommend the following improvements:

  • Configure Git LFS (opens new window). Binary assets, like texture or sounds, tend to weigh a lot, and the proper way to store them in a repository is to use LFS. I would highly suggest doing it in the early stages of development to prevent issues down the road.
  • Create a custom WebGL template (opens new window). Unity uses the default WebGL template for new projects, so you might want to create a new one for your game to make it stand out from the crowd.
  • Create a Free GitHub organization (opens new window). With organizations, you can simplify your game link from PROFILE_NAME.github.io/REPOSITORY_NAME to ORG_NAME.github.io. For example, changing razenpok.github.io/super-game to super-game.github.io. To do that, create a new organization and create a ORG_NAME.github.io repository in it. For example, you will need to create a super-game.github.io repository in a super-game organization. For additional information, follow the documentation (opens new window).

# Summary

In this tutorial we've created and published a Unity (opens new window) game to GitHub Pages (opens new window) using GitHub Actions (opens new window) provided by GameCI (opens new window). You can use this knowledge to bootstrap the development of any game - from your normal projects to quick-built prototypes and game jam projects. It will save you those precious development hours when you most need them 😃

If this tutorial was any help to you, please hit the reaction button below - it means a lot. Feel free to also leave me a comment with any feedback or questions.

Thanks for reading!