Summary: Building for Buncha Games
- Get set up: request or activate developer access, then choose Developer Dashboard upload or create a Buncha Games CLI token if you are using CLI.
- Add the Buncha Games Unity SDK when you want player identity, analytics, Buncha Credits, wallet/IAP, entitlements, ads, or sandbox test flows. Deployment can proceed without SDK hooks.
- Export a Unity WebGL build folder, not the Unity project folder. Test with Unity Build And Run or another local static server before zipping.
- Prepare listing media and metadata: title, descriptions, controls, thumbnail, hero image, screenshots or video, and any connected services.
- Upload the ZIP through the Developer Dashboard or Buncha Games CLI after index.html, Build/, and TemplateData/ are at the ZIP root.
- Manage the game after upload: preview Sandbox, fix validation issues, update media/info, submit for review, and check analytics after the game is live.
What to package
- Keep index.html, Build/, TemplateData/, StreamingAssets/ if generated, and Unity runtime files together.
- Do not upload Assets/, ProjectSettings/, Packages/, Library/, or source project files.
- Keep the ZIP under 200 MB. Large first-load builds may need optimization before public review.
- If Unity generates .br or .gz files, keep them with the rest of the export. Buncha Games stores and serves compressed Unity files with matching content-encoding headers.
Good Unity ZIP shape:
my-unity-game.zip
index.html
Build/
my-game.loader.js
my-game.framework.js.br
my-game.data.br
my-game.wasm.br
TemplateData/
StreamingAssets/Unity export steps
- Open Build Settings, switch the platform to WebGL, then choose Build or Build And Run.
- For a first Buncha Games upload, use a normal release build. Leave Development Build off unless you are debugging a validation problem.
- Export into a clean folder such as build/buncha-webgl or Builds/BunchaGames.
- Open the exported folder from Unity Build And Run or another local static server before zipping.
- Keep Unity's generated .br or .gz files. If your local server cannot serve compressed Unity files correctly, temporarily enable Decompression Fallback for your first validation pass.
- Common Unity WebGL failures are wrong ZIP root, missing Build/ files, missing StreamingAssets, testing from file://, or compression/header mismatch.
SDK install
Add the Unity SDK when your game needs Buncha Games account-aware features or in-game monetization flows. Deployment can proceed without SDK hooks.
1. Download:
https://bunchagames.com/sdk/downloads/buncha-games-unity-sdk-0.1.0.tgz
2. In Unity:
Window > Package Manager > + > Add package from tarball
3. Select the downloaded .tgz file.Upload choices
- Doing it yourself: export a Unity WebGL build, test it locally, ZIP the export contents, then upload through the Developer Dashboard.
- Using repeatable commands: use /developers/docs/cli after your exported ZIP and listing media are ready.
- Using an AI coding agent: start from /developers/docs with the AI workflow selected so you get the right prompt library.
Unity agent prompt
You are preparing my Unity WebGL game for Buncha Games.
Read:
- https://bunchagames.com/developers/docs/unity-webgl-quickstart
- https://bunchagames.com/developers/docs/uploading-games
- https://bunchagames.com/developers/docs/sdk
Tasks:
- Inspect this repo and confirm whether a Unity WebGL export already exists.
- If no export exists, tell me exactly how to export WebGL from Unity. Do not try to package the Unity source project.
- If an export exists, test the exported folder from a local static server.
- Create a ZIP from the export contents so index.html, Build/, and TemplateData/ are at the ZIP root.
- Exclude Assets/, ProjectSettings/, Packages/, Library/, .env files, secrets, caches, and unrelated files.
- If I ask for SDK integration, use the Buncha Games Unity UPM tarball and keep SDK calls fail-soft.
Return the export folder, ZIP path, top-level ZIP tree, local smoke result, and any blockers.