Publish a Unity Web build at a direct HTTPS link for players and testers. Upload the complete build folder, including its loader and data, and keep updating the same address. Unity's compression settings matter here: prepare the build for Lobsite before you upload it.
How it works
- Build for Web. Select Unity's Web platform (called WebGL in older versions). In Player Settings → Publishing Settings, enable Decompression Fallback if you use Gzip or Brotli compression. Build into
build/web. - Check the files and deploy. Most Unity builds exceed the anonymous and Free file limits, so sign in with Standard if needed. Run
npx lobsite ./build/web, or upload the complete build from the dashboard. - Share and update the game. Send players the live URL. Build again and deploy to the same site for updates, or use
npx lobsite --previewfor a separate playtest.
Compression settings that work on Lobsite
Lobsite serves .br and .gz files as stored, without automatically adding a Content-Encoding header. A compressed Unity build expecting native browser decompression won't load correctly under those defaults.
Enable Decompression Fallback so Unity includes a JavaScript decompressor in its build. Alternatively, choose Disabled for compression, accepting the larger files and downloads. Check Unity's deployment documentation for your editor version.
Keep index.html, the Build/ directory, TemplateData/ and any other generated folders together. Uploading only the .wasm or .data file doesn't produce a playable game.
Check your largest Unity build file
Free and anonymous hosting allow 5 MB per file, 50 MB total and 100 files. Unity runtime and data files commonly exceed that first limit. Standard allows 100 MB per file, 2 GB total and 10,000 files. A build can fit within 2 GB overall and still fail because one data file is larger than 100 MB.
Inspect the finished build before uploading. If a file exceeds Standard's limit, reduce or restructure the build before deploying. The drop box above is limited to 25 MB per upload; use the CLI or signed-in dashboard for larger builds. See the HTML5 game limits for the full comparison.
Threads and private playtests
If you enable Native C/C++ Multithreading, configure cross-origin isolation. Put this in a lobsite.toml beside your project and deploy from there with npx lobsite:
dir = "build/web"
[[headers]]
for = "/*"
[headers.values]
Cross-Origin-Opener-Policy = "same-origin"
Cross-Origin-Embedder-Policy = "require-corp"
The drop box doesn't read lobsite.toml. Check that any third-party resources work under isolation. For confidential playtests, Standard offers a password covering every address of the site, including preview builds. Multiplayer and other backend services still run separately from Lobsite.
Preview before going live. Roll back in one click, redirects and all.
Files are stored by their hash. Redeploying an unchanged site uploads 0 bytes.
On Standard, every address of the site asks for a password. Reviewers type it once per browser.
Free accounts included: add one DNS record and the site moves to your domain. Every site has HTTPS on any plan.
Redirects, headers and forms live in lobsite.toml and travel with each deploy.
Every limit is published, and every error tells you what to do next.
Unity web sharing methods
| Method | What it provides | What to check |
|---|---|---|
| Lobsite live URL | A standalone playable release | Compression settings and plan limits |
| Lobsite preview URL | A separate test build | The same settings as live; preview doesn't replace live |
| Unity's local Build and Run | Testing on your development machine | Public hosting can have different headers and paths |
For the equivalent WebAssembly workflow in another engine, see Godot hosting. The HTML5 games guide covers browser audio, embedding and caching.
Frequently asked questions
Why does my compressed Unity WebGL build fail to load?
Check whether the loader expects a Content-Encoding header. With Lobsite's default file serving, rebuild with Decompression Fallback enabled, or disable compression. Upload the complete new build together.
Does every Unity WebGL build fit Standard?
No. Each file must be at most 100 MB and the complete site at most 2 GB, with no more than 10,000 files. Check the actual runtime, data and asset files.
Can I publish Unity source files instead of a Web build?
No. Lobsite serves a finished Web build. It doesn't run Unity, compile C# or turn a desktop executable into a browser game.
Does Unity multithreading work with a browser drop upload?
The default drop upload doesn't configure the isolation headers. Use the CLI and the header configuration above for builds requiring Native C/C++ Multithreading.