Playtest your Unity WebGL game
Upload the WebGL build, send players one link, and see how they played it.
Export
- File › Build Settings (Build Profiles in Unity 6) › WebGL, then Build. Zip the folder with index.html in it.
- Brotli, gzip or no compression all work: compressed files are served with the right headers, so Decompression Fallback isn't needed.
- Builds up to 100 MB unpacked.
Saves
Unity's PlayerPrefs and persistentDataPath save to IndexedDB in a web build, which Betacade doesn't read yet. Copy your save into localStorage where the game saves, and Betacade shows how far each player got:
// Assets/Plugins/WebGL/BetacadeSave.jslib
mergeInto(LibraryManager.library, {
BetacadeSave: function (key, json) {
try { localStorage.setItem(UTF8ToString(key), UTF8ToString(json)); } catch (e) {}
},
});
Without it you still get sessions, play time, errors and feedback. The game state guide has the C# side.
What you see after a playtest
- Who played, for how long, and on what screen
- How far each player got, read from the game's saves
- Errors, with the build they happened on
- Feedback from the pause menu, which you can reply to
- Replays of each session, once saves and replays are on