# 2. Web Build Profile and Player Settings
Part of [[Web and WebGL Builds]]. Prev: [[1. Web Platform Limits]]. Next: [[3. Memory Compression and Exceptions]].
Use [[1. Build Profiles]], not an ad-hoc "switch platform and hope." Create a **Web** profile. Access Player settings from **Edit > Project Settings > Player**, **Web** tab, or from the Build Profiles window.
Official 6000.5 [Web Player settings](https://docs.unity3d.com/6000.5/Documentation/Manual/class-PlayerSettingsWebGL.html). Scripts were not built.
## 2.1 Resolution and Presentation
Official:
- **Default Canvas Width / Height** - the size of the Web canvas element.
- **Run In Background** - content continues when the canvas or browser window loses focus.
Pick a canvas size your slice actually uses. A 3840×2160 canvas in a phone tab is a choice, not a default to copy from a desktop profile.
## 2.2 Web template
Official templates:
- **Default** - a simple white page with a loading bar on a grey canvas.
- **Minimal** - only the boilerplate needed to run the content.
- **PWA** - a Progressive Web App (web manifest and service worker).
You may use a custom template (official "Web templates" manual). For the assignment, **Default** or **Minimal** is enough. Confirm how a custom template is registered in the 6000.5 Web templates page before you invent a folder layout.
Official note: the Icon panel appears on Web Player settings, but Web games do not use those icon settings.
## 2.3 Graphics API
Official: **Auto Graphics API** is enabled by default and uses **WebGL 2.0**. Disable it to show a list you can reorder; Unity tries the first API, then falls back if the browser cannot use it.
**WebGPU** is official and **not** enabled automatically. Official enable steps (6000.5 [Enable the WebGPU graphics API](https://docs.unity3d.com/6000.5/Documentation/Manual/WebGPU-enable.html)): Player > Web > Other Settings > disable Auto Graphics API > add **WebGPU**. Decide whether **WebGL 2.0** stays as a fallback. This lab does not require WebGPU.
Official: **Dynamic Batching** is deprecated (the page points at "Choose a draw call optimization method"). **Graphics Jobs (Experimental)** is documented as experimental and may introduce crashes — leave it off for a class slice unless you have a measured reason.
## 2.4 Texture compression (official precedence)
Official [Texture compression in Web](https://docs.unity.com/en-us/engine/6000.5/manual/platform-specific/webgl/develop/texture-compression): desktop and mobile browsers prefer different formats. Official suggestion if you need both: one build targeting **DXT** (desktop) and one targeting **ASTC** (mobile), or choose one format for a single class build. Player Settings offers **DXT**, **ETC2**, or **ASTC**.
Official precedence: the **Build Profile / build settings** texture compression value **wins** over Player Settings. Default is "Use Player Settings." Official note: the Editor serializes the build-settings value in the **`Library` folder**, so it is **not** managed by version control. Put the format you care about in a documented Build Profile / script, or accept that CI machines must set it explicitly ([[3. GameCI and GitHub Actions]]).
## 2.5 Scripting backend and input
The official Web Player settings page lists Scripting Backend options in the shared Configuration table (including Mono and IL2CPP). **Confirm which backends the Web tab actually offers in your 6000.5 Editor** and use that. Do not assume a desktop Mono setting carries over.
**Active Input Handling:** prefer the Input System package already used in this vault ([[Input System]]).
**Allow downloads over HTTP:** official default is **Not allowed** (HTTPS recommended). For Addressable catalogs from the Web player ([[Modding with Addressables]], [[5. Scenes Catalogs and Remote Content]]), plan HTTPS.
## 2.6 Exercise
Create a Web Build Profile, set a canvas size, leave Auto Graphics API on (WebGL 2.0), pick one texture format, and record whether that format was set in Player Settings or in the Build Profile (and therefore may live in `Library`).
## Sources
- https://docs.unity3d.com/6000.5/Documentation/Manual/class-PlayerSettingsWebGL.html
- https://docs.unity.com/en-us/engine/6000.5/manual/platform-specific/webgl/develop/texture-compression