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Share your game with the WORLD! (Publish Unity to Itch.io)

98 views· 5 likes· 2:29· Jan 2, 2026

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#unity #unity2d #gamedev #itchio Learn how to take your Unity project from the editor to the web! This tutorial covers the entire process of creating a professional WebGL build, optimizing settings for browser performance, and publishing your game on Itch.io so anyone can play it instantly. Chapters 00:00 Intro 00:07 Setting Up WebGL Module 00:55 Preparing the ZIP File 01:05 Itch.io Dashboard 01:55 Final Test & Game Page 🎮 Play my Steam games: https://store.steampowered.com/curator/45606083/ 👍 Subscribe for More Unity Tutorials: https://www.youtube.com/@CasayonaCode 💬 Join Our Discord Community: https://discord.gg/7zBP88jqHk 👑 Support on Patreon (Free Assets!): https://www.patreon.com/c/CasayonaCode ❤️ Check Out My Itch.io Page: https://casayonastudio.itch.io/ 🖥️ Download Source Code & Assets: https://www.patreon.com/collection/961077?view=expanded 📩 Contact Me: casayona.team@gmail.com ❓ Have any questions or need help? Feel free to ask in the comments or join the community. ················································································ #unity3d #unity2d #gamedev #itchio

About This Video

In this video I walk you through the exact workflow I use to take a Unity project from the editor to a playable WebGL build, then publish it on Itch.io so anyone can jump in instantly. I start inside Unity with Build Settings: I select WebGL and create a fresh WebGL profile by duplicating an existing one. I like doing this because it keeps my settings clean and organized, especially if you’re switching between multiple targets. Before I switch platforms, I go straight into Player Settings for the important optimizations. Under Publishing Settings, I set Code Optimization to “Disk Size” and I disable “Name Files as Hashes.” Then I check the Splash Screen section to customize or disable the Unity splash screen and tidy up the visuals. After that, I switch the platform, hit Build, and let Unity generate the WebGL folder. Once it’s done, I compress the entire build folder into a ZIP—this is the file you’ll upload. On the Itch.io side, I create a new project, set up the page (cover image, screenshots, and a short description), and make sure the project type is HTML for WebGL. I upload the ZIP, set the page resolution to 1280x720 so it fits nicely in the browser, save, and then double-check the visibility settings so it’s actually public. That’s it—your game is ready to share with the world.

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