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Should "wasm - build and run" launch the game in a browser window like WebGL builds?

Discussion in 'Project Tiny' started by Arowx, Mar 7, 2020.

  1. Arowx

    Arowx

    Joined:
    Nov 12, 2009
    Posts:
    8,194
    Not seeing the WASM builds running Unity just opens the build location, are additional tools needed?

    Note that build and run works for WebGL, why can't Tiny do this?
     
  2. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    319
    Yeah, we dropped it in favor of other core features.
    but build and run web targets is planned to be implemented in future releases.
     
  3. Arowx

    Arowx

    Joined:
    Nov 12, 2009
    Posts:
    8,194
    Timeline and any workarounds as it seems that Unity has the tools already to run a web server instance of a local file?
     
  4. marval

    marval

    Joined:
    Jul 10, 2013
    Posts:
    46
    not to mention that this is the basic and first thing a web developer will want to test!

    “http-server” npm package
    what do i do with it?
    don't even have documentation for that!

    "in future"...
     
  5. Ted_Wikman

    Ted_Wikman

    Unity Technologies

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    Oct 7, 2019
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    903
  6. Arowx

    Arowx

    Joined:
    Nov 12, 2009
    Posts:
    8,194
  7. itsarjunsinh

    itsarjunsinh

    Joined:
    Nov 9, 2019
    Posts:
    16
    Another solution if you don't need to do continuously export and test is to use GitHub Pages. You can upload the build to a GitHub repo (set to GitHub Pages from master) and play it online.

    I did this for my Ludum Dare WASM game. I played in the editor for the most part and only played it online after completing a new module to see if something stopped working.