For the complete documentation index, see llms.txt. This page is also available as Markdown.

Manual Integration

We recommend using the Apps in Toss Unity SDK

The direct integration method requires manually implementing all of JS Bridge, WebGL build settings, packaging, and more. Unless there is a specific reason, Apps in Toss Unity SDKwe recommend using it.

To deploy a Unity game to Apps in Toss, the Unity project must be WebGLbe built as. This guide explains the basic way to create a WebGL build in Unity.

1. Install the WebGL module

The WebGL platform must be installed in Unity Hub.

  1. Launch Unity Hub

  2. Select the Installs tab

  3. Click the three dots (···) next to the Unity version you are using → Add Modules

  4. Check WebGL Build Support → Install

  5. Once installation is complete, when you go to File > Build Settings in Unity, WebGLappears in the platform list.

2. Switch platforms

  1. Open the Unity project

  2. Go to File > Build Settings

  3. Select WebGL → Click Switch Platform

3. Adjust Player settings

In the Edit > Project Settings > Player menu, set the following items.

  • Publishing Settings

    • Compression Format: Brotli Set to

4. Build

  1. Go to File > Build Settings

  2. With WebGL selected → Click Build

  3. Specify the output folder (e.g. Build/)

5. Check the output

Once the build is complete, usually index.html, Build, TemplateData folders are created. Depending on the Unity project settings or version, the folders that are created may vary slightly. You can include these folders in a Vite project and display them as a web page.

For how to wrap Unity WebGL with Vite, please refer to Wrapping Unity WebGL with Vite.

See

In versions earlier than Unity 6000.1.8, when using the 2D physics engine (Rigidbody2D), in WebGL builds a GC memory leak issueoccurred. For more details, the Unity Discussions forumcan be found in

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