WEB BUILD // READY

BROWSER GAME
LIVE ON THE WEB.

> Serve Unity, Godot, Phaser, and WebGL builds.
> SharedArrayBuffer support when cross-origin isolation is required.
> Brotli and gzip delivery for heavy build assets.
> Test the release path before launch.

Common browser game and WebGL stacks

UNITY
UNREAL
GODOT
PHASER
THREE.JS
COCOS
PIXIJS
Pain points

What usually breaks web game launches

>ReferenceError: SharedArrayBuffer is not defined_

SharedArrayBuffer crashes

Threaded browser builds need secure context and cross-origin isolation. Without the right headers, Unity and Godot web targets can fail at runtime.

Fix:Isolation headers
>Failed to load resource: net::ERR_TIMED_OUT_

Slow asset delivery

Large WASM, data, texture, and audio files punish the first session if compression headers and delivery are wrong.

Fix:Compressed delivery
>SecurityError: Secure context required_

Secure-context APIs are blocked

Features such as camera, microphone, and immersive browser APIs depend on HTTPS. A weak hosting setup can break those browser features.

Fix:Automatic HTTPS
Release checklist

Before the game goes public

CHECK_01

Upload the full export

Keep the generated HTML, loader scripts, WASM, data files, textures, audio, and engine assets together. A missing sidecar file is enough to leave players on a blank canvas.

CHECK_02

Match compression headers

Unity and other engines can emit pre-compressed assets. Those files need the correct Content-Encoding and content type when served.

CHECK_03

Check threaded exports

If the build uses SharedArrayBuffer, the page must be secure and cross-origin isolated. Embedded third-party content can interfere with that requirement.

CHECK_04

Test real devices

Try mobile browsers, desktop browsers, private windows, and slow networks before sharing the public link.

Use cases

Built for playable links

LVL. 99
Playable demo link

Indie game showcase

Ship game jam projects, demos, prototypes, and playable trailers without turning the release into a server project.

UNITYGODOT 4
WEBGL
WebGL creative work

WebGL creative work

Use browser-native 3D and graphics stacks for interactive art, visual experiments, and performance-sensitive web experiences.

THREE.JSPIXIJS
Technical checklist

Hosting requirements that matter

Requirement
DeployPages
Why it matters
WASM and asset delivery
Serves static build files at the edge
Large game payloads need predictable delivery
SharedArrayBuffer support
Cross-origin isolation headers for builds that need them
Threaded exports can fail without browser isolation
HTTPS
Automatic certificate provisioning
Secure-context APIs require it
Custom domain
Use a branded URL for the playable build
Demos are easier to share and remember
No platform wrapper
The page is the game build you upload
Useful for client demos, portfolios, and standalone releases

Browser support still depends on the engine export settings, build size, third-party scripts, and the player’s device.

Frequently asked questions

Debug console

>What is SharedArrayBuffer and why does it matter?

It is required by some threaded WebAssembly workloads. Browsers expose it only in secure, cross-origin-isolated contexts, so the response headers matter.

>Does this support Godot 4 web exports?

Yes. Static exports from modern engines can work as long as the final web build is uploaded with the required files intact and the export settings match the browser target.

>Can large builds still be uploaded?

Yes. Large projects still need asset strategy and compression, but the workflow is designed for heavier browser game payloads than a lightweight landing page.

>Can I ship offline-capable PWA behavior too?

Yes, as long as the build includes the relevant manifest and service worker assets.

_cursor_active | waiting for input...

Upload the playable build

Drop in the export folder, check the public URL, and test the release path before you share it.

HTTPSEdge deliveryNo platform wrapper