Getting Started with Unity WebGL
This document provides a guide for creating a sample app in Unity, building the app for WebGL, and deploying the app to VIVERSE.
Introduction
Anyone can publish their WebGL-compatible Unity project to VIVERSE in a few simple steps. In this guide, we'll walk through the process of creating an new Unity project, making sure it is compatible with WebGL, and publishing to VIVERSE using the VIVERSE CLI.
While VIVERSE is a great place for multiplayer games with networked avatars — and we have a number of services that can help you implement these features — it is not required to implement networked avatars to publish to VIVERSE.
Prerequisites
Unity Hub and Unity installed on your device.
In this tutorial, we will be using Unity v6.1, however any WebGL-compatible version of Unity should be supported.
A. Configure Your Unity Project
B. Build and Publish to VIVERSE
Build your project
Navigate to Publish and select "WebGL Publish". In the pop-up, click "Build and Publish", selecting the desired folder for your build. When doing this for the first time, Unity will automatically publish to their web-servers for testing. For future builds, you can disable this behavior to just the builds without publishing.

Test & Configure World Settings
Navigate to the preview url created for the world. You can also access the world and its settings in studio.viverse.com/content.


Submit for Curation and Discovery
By default, worlds uploaded will only be accessible via preview urls. For placement and curation on our webpages, meaning your experience will be easier to share, please submit for review.
Iterate, Learn, Explore!
In addition to the sample scenes, the rough flow of api usage can be reviewed at https://github.com/ViveDeveloperRelations/ViverseUnitySDK/blob/master/Unity_Viverse_SDK_Developer_Guide.md And overview of the current version of the sdk with additional hints and tips at https://github.com/ViveDeveloperRelations/ViverseUnitySDK?tab=readme-ov-file#viverse-unity-sdk-for-webgl
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