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Host a Unity WebGL build free, no signup

Host a Unity WebGL build for free in seconds

Drop your Unity WebGL build folder or a ZIP up to 25 MB (100 MB unpacked) on ship.page for a free HTTPS link in seconds, no signup. Before building, turn on Decompression Fallback or set Compression Format to Disabled in Publishing Settings so the browser can load your files without server headers. Links stay online for 30 days.

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Shipping…

Uploading publishes your file. The link is public but unlisted, not password-protected, so leave out secrets and confidential content.

Free ZIP limit (100 MB unpacked, 100 files)
25 MB
Pro ZIP limit (400 MB unpacked) for $4/mo
100 MB
File extension when Decompression Fallback is on
.unityweb
Online with no account (90 days if claimed)
30 days

How to export and upload your Unity WebGL build

  1. Open Web Publishing Settings in Unity

    Open Unity's Web Player settings and go to Publishing Settings. Find the Compression Format setting, which defaults to gzip for release builds.

  2. Turn on Decompression Fallback (or disable compression)

    Check the box for Decompression Fallback so Unity embeds a JavaScript decompressor and outputs .unityweb files. You can also set Compression Format to Disabled, though that makes the build files larger.

  3. Build and zip your output folder

    Run your WebGL build so Unity generates a folder containing index.html and your asset files. Compress that folder into a .zip file; ship.page unwraps a single top folder inside a ZIP automatically.

  4. Drop the ZIP on ship.page

    Drag your .zip file into the ship.page uploader with no account and no credit card. Your game goes live in seconds on its own HTTPS subdomain, complete with a downloadable PNG QR code.

Which Unity WebGL compression settings work on ship.page

Compression settingBuild filesWorks on ship.page
gzip without Decompression FallbackPre-compressed .gz files needing server headersNo (fails without Content-Encoding: gzip)
Brotli without Decompression FallbackPre-compressed .br files needing server headersNo (fails without Content-Encoding: br)
gzip or Brotli with Decompression Fallback.unityweb files with a JS decompressorYes (smaller upload than Disabled)
DisabledUncompressed build files (larger download)Yes (watch the 25 MB free ZIP limit)

Why a Unity WebGL build stops loading after upload

When a Unity WebGL build does not load after upload, the usual cause is compression. Unity's Web player Publishing Settings offer three Compression Format options for release builds: gzip (the default), Brotli, or Disabled. By default, Decompression Fallback is turned off, which means the server must send a Content-Encoding header (gzip or br) so the browser can decompress the build files.

Because ship.page serves static files as they are with no Content-Encoding header, default release builds cannot be unpacked by the browser on their own. Unity recommends turning on Decompression Fallback when you cannot configure the server. With it on, Unity embeds a JavaScript decompressor into your build and gives the build files the .unityweb extension.

There is a trade-off. Decompression Fallback makes the loader larger, makes loading slower, and turns off WebAssembly streaming. If you set Compression Format to Disabled instead, your game skips the JavaScript decompressor, though the build files are larger; Disabled is meant for servers that compress files themselves.

Tip: Opening a Unity WebGL build straight from your computer's file system may not work in some browsers because of local file security restrictions. Uploading to ship.page serves the build over HTTPS so you can test it properly.

Will my build fit in the free ZIP limit?

Once your compression settings are ready, you can upload your ZIP file straight in the browser. On the free plan, a ZIP can be up to 25 MB compressed and 100 MB unpacked, with up to 100 files per upload. You can also drag a folder straight into the browser, though folder uploads go up as one request of at most 10 MB with the files encoded inside it (roughly 7 MB of files), so zipping your build folder first is almost always the better route.

If your textures, audio, or WebAssembly files push your export past the free tier, the Pro plan costs $4 a month (billed monthly, cancel anytime) and raises the limit to a 100 MB ZIP (400 MB unpacked) and 10,000 files per upload. Every plan has a 10 MB limit for a single standalone HTML file, and no plan meters bandwidth or caps the total number of uploads.

  • Free without an account: stays online for 30 days.
  • Free with an account: sign in with Google or an email link to claim the upload for 90 days.
  • Pro ($4/mo): pages never expire (or pick any expiry from 60 seconds).
  • Pro updates and privacy: re-upload to keep the same link, add password protection, and remove the closable ship.page badge.
  • Team ($19/mo): includes everything in Pro plus a vanity subdomain.

When to use ship.page vs itch.io

Use ship.page when you want to share an HTML game with playtesters, clients, or teammates in seconds. Every uploaded page is sent with a noindex header so search engines leave it out, and ship.page never lists uploads anywhere public. Only people who have your link can open it.

If you are launching a public release for players to discover, or your build is too big for Pro's 100 MB ZIP (400 MB unpacked), itch.io is the better fit. It hosts HTML5 games for free (see free HTML5 game hosting): you upload a ZIP with index.html at the root, or a single self-contained .html file, within 1,000 files, 500 MB extracted and 200 MB per file. Its default revenue share is 10%, which you can set anywhere from 0% to 100%.

Questions

Why won't my Unity WebGL build load after uploading?

Unity release builds use gzip compression by default and, with Decompression Fallback off, expect the web server to send a Content-Encoding header. Because ship.page serves files as they are with no Content-Encoding header, you need to check Decompression Fallback (or set Compression Format to Disabled) in Unity's Web Publishing Settings and rebuild.

What does Decompression Fallback do in Unity?

Decompression Fallback embeds a JavaScript decompressor into your build and gives the build files the .unityweb extension. Unity recommends turning it on when you cannot configure the server headers, though it makes the loader larger, slows down loading, and turns off WebAssembly streaming.

How big can my Unity WebGL ZIP file be on ship.page?

On the free plan, you can upload a ZIP up to 25 MB that unpacks to at most 100 MB and contains up to 100 files. On the $4 a month Pro plan, you can upload a ZIP up to 100 MB that unpacks to 400 MB and contains up to 10,000 files.

Why does my Unity WebGL build fail when I open index.html on my computer?

Unity notes that opening a WebGL build straight from the local file system may not work in some browsers because of local file security restrictions. Uploading your build folder or ZIP to ship.page serves it over HTTPS on its own subdomain so browsers run it normally.

Can I update my Unity WebGL build without changing the link?

Free pages cannot be updated in place, so uploading a new build gives you a new link. With a $4 a month Pro plan, you can re-upload your ZIP and keep the exact same URL, or deploy from your pipeline using the curl endpoint, MCP server, or GitHub Action.

Will search engines index my unlisted playtest build?

No. Every page hosted on ship.page includes a noindex header so search engines leave it out, and ship.page does not list uploads anywhere public. For extra security on the $4 a month Pro plan, you can also put a password on the link.

Keep reading

Put your Unity WebGL build online now

Turn on Decompression Fallback in Unity, zip your build folder, and drop it into the browser for a live HTTPS link in seconds.