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, then check package size and first-load assets.
- 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.
Optimization check
- Use /developers/docs/optimizing-for-web before upload if the exported folder is large, slow to load, or mobile-claimed.
- Keep Unity-generated .br or .gz files with the build and avoid Decompression Fallback unless your test server cannot serve compressed Unity files correctly.
- Review texture sizes, audio size, code stripping, managed stripping, and first-scene asset pressure before review.
- If the game supports mobile, test touch input, readable UI, audio unlock, and frame pacing in the Buncha Games iframe size, not only in the Unity editor.
SDK install
Add the Unity SDK when your game needs approved account-aware features, lifecycle signals, or in-game analytics. 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.