Version: 2023.2
Language : English
Build and distribute a Web application
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Web Build Settings

Use the Web Build Settings to configure how Unity builds your application for the Web platform.

Access the Build Settings for Web

To access the Build Settings for Web:

  1. Go to File > Build Settings.

  2. Select Web.

Web Build Settings reference

The following table gives an overview of the Web Build Settings.

Setting Function
Client Browser Type Select the browser client that you want your application to launch at runtime. For example, if you choose System Default, then your application launches the default browser, and removes the Path to Client Browser setting. The available options are:
System Default This is the default setting. Select this option to launch the application in the default browser.
Microsoft Edge Select this option to launch the application in Edge browser.
Mozilla Firefox Select this option to launch the application in Firefox.
Google Chrome Select this option to launch the application in Chrome.
Safari Select this option to launch the application in Safari.
Path to Client Browser Specify the path to the browser client that you want your application to launch at runtime. Note: This option is only visible if the Client Browser Type isn’t set to the default browser.
Texture 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
The texture compression3D Graphics hardware requires Textures to be compressed in specialized formats which are optimized for fast Texture sampling. More info
See in Glossary
format to use for the build. For more information, refer to Web texture compression. The available options are:
Use Player Settings This is the default selection. It uses the texture compression format you set in the Player settingsSettings that let you set various player-specific options for the final game built by Unity. More info
See in Glossary
window.
ETC2 Uses ETC2 format, which is widely supported on mobile devices.
ASTC Uses ASTC format, which is widely supported on mobile devices.
DXT Uses DXT format, which is widely supported on desktop devices.
Development BuildA development build includes debug symbols and enables the Profiler. More info
See in Glossary
Enable this setting to include scripting debug symbols and the Profiler in your build. When you enable this, Unity sets the DEVELOPMENT_BUILD scripting define. Use this setting only when you want to test your application because development builds don’t minify content, they’re large to distribute.
Code Optimization Select the optimization mode to use for compiling the Web code.
Shorter Build Time This is the default setting. Select this option to generate WebGLA JavaScript API that renders 2D and 3D graphics in a web browser. The Unity Web 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
code that takes the least amount of time to build.
Runtime Speed Select this option to generate WebGL code that’s optimized for runtime performance, at the expense of taking a longer time to build.
Runtime Speed with LTO This is the same as Runtime Speed, but with an additional Link Time Optimizations (LTO) stage (sometimes called Whole Program Optimization). Enable LTO when compiling Master shipping builds for deployment to end users.
Disk Size Select this option to favor optimizations that minimize build size, at the expense of taking a longer time to build. The recommended best practice is to select this option when targeting mobile web browsers, that may have limits on the size of WebAssembly files that can be loaded. Smaller disk sizes generally result in shorter page startup times.
Disk Size with LTO This is the same as Disk Size, but enables additional Link Time Optimizations (LTO) stage (sometimes called Whole Program Optimization). Select this option when compiling Master shipping builds for deployment to end users.
Autoconnect Profiler Typically, when enabled, this setting allows you to automatically connect the Unity Profiler to your build. However for Web, as you can’t connect the ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info
See in Glossary
to a running build, use this option to connect the content to the Unity Editor instead. This is because the Profiler connection is handled using WebSockets on Web, but a web browser only allows outgoing connections from the content. For this setting to be available, you must enable the Development Build option.
Deep Profiling Enable this setting to activate Deep Profiling in the Profiler. This makes the Profiler instrument every function call in your application and returns more detailed profiling data. When you enable Deep Profiling Support, it might slow down script execution. This option is only available if you enable the Development Build option.
Build Use it to build your application.
Build And Run Use it to view the Web Player locally. Unity uses a local web server to host your build, and opens it from a localhost URL. Alternatively, you can use a custom local web server with properly configured response headers. For more information, refer to Compressed builds and server configuration.

For changing the settings for Asset Import Overrides, refer to Build Settings.

Additional Resources

Build and distribute a Web application
Build your Web application