# 1. Web Platform Limits Part of [[Web and WebGL Builds]]. Next: [[2. Web Build Profile and Player Settings]]. ## 1.1 Naming In Unity 6, the platform tab and Build Profile are **Web**. Older docs and hallway conversation still say **WebGL**. Both refer to a browser player (WebGL 2.0 by default in 6000.5; WebGPU is an official opt-in). This series uses **Web** for settings and menus, and **WebGL** when quoting older names or the graphics API. ## 1.2 What this player is not A Web build runs inside a browser tab (or an itch.io HTML5 embed). It is not a Windows `.exe`, not a Quest APK, and not a Steam depot. Practical limits you must design for: - **Memory is a heap you configure**, not "all of system RAM" (part 3). Official default initial size is **32 MB**; official recommended maximum is **2048 MB**, with known browser bugs above that. - **Threading is not free.** Official 6000.5 Publishing Settings include **Enable Native C/C++ Multithreading**, which requires a browser that supports WebAssembly threads (`SharedArrayBuffer`) and a list of prerequisites on the official "Introduction to Web multithreading" page. This series leaves that off unless you have followed that page (including any required hosting headers). Do not invent COOP/COEP values here. - **Networking and plugins** differ from desktop. `.jslib` interop has official rules around `WebAssembly.Table` vs older `dynCall` (part 2). Prefer no legacy JS plugins in a new class project. - **Some engine features are stripped or unavailable** in a Web player. Confirm each surprise against the current 6000.5 Web documentation rather than a 2019 forum post. Threads, some file-system assumptions, and certain native plugins are the usual first collisions. - **Input** still goes through [[Input System]] in the browser (keyboard, mouse, sometimes touch). [[Mobile Input and Touch]] still applies if you embed on a phone, but the Device Simulator is not a browser. ## 1.3 What this series will not do - Redo butler login or Steam ([[Publishing to itch.io and Steam]]). This series only adds the **HTML5** path that the publishing notes deferred. - IAP, ads, or Unity Economy. - Upload a build from the author's machine. You push with your itch account, or you host the folder on a server you control. ## 1.4 Exercise Write a ship note: the slice must run in a browser tab, with a first memory ceiling you are willing to defend (start with official defaults, raise only with a reason). Name itch HTML5 or a local `index.html` as the first host. ## Sources - https://docs.unity3d.com/6000.5/Documentation/Manual/class-PlayerSettingsWebGL.html