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Android, iOS and WebGL Build Specifics
Android, iOS and WebGL Build Specifics
Building and deploying your game requires configuring settings specific to target platforms.
Android Build Requirements
- Package Name: Format as a reverse domain string (e.g.
com.Company.GameName). - Keystore Signing: Releases must be signed with a secure keystore file configured in Player Settings > Publishing Settings.
- Architectures: Google Play requires 64-bit support. Set Scripting Backend to IL2CPP and enable ARM64.
iOS Build Requirements
Building for iOS produces an Xcode Project folder instead of a final app binary:
- Generate the build from Unity (requires macOS).
- Open the generated
.xcodeprojfile in Xcode. - Select your development team to set up signing certificates.
- Connect an iOS device and click Run to compile the final IPA.
WebGL Limitations and Setup
WebGL games compile to WebAssembly and run inside a web browser sandbox.
Key Restrictions:
- No Multithreading: Code runs entirely on a single browser thread.
- No Direct File Access: Use
PlayerPrefsor communicate with JavaScript APIs. - No Sockets: Use WebSockets or Unity Web Requests (
UnityWebRequest).
// Example WebGL JSLib integration (placed in Assets/Plugins/WebGL/MyPlugin.jslib)
/*
mergeInto(LibraryManager.library, {
AlertFromBrowser: function (str) {
window.alert(UTF8ToString(str));
}
});
*/
TL;DR
- Android builds require an IL2CPP backend, ARM64 target, and keystore signing.
- iOS builds require Xcode on macOS to sign and compile the final binary.
- WebGL runs in a browser sandbox without file system access or standard threading.