Individual skill

scenario-unity-web

Use when a Unity 6.3 game must run in a browser: 'export to WebGL', Web build settings or Build Profiles, gzip or Brotli, Decompression Fallback, server headers, 'Unable to parse .framework.js.br', build too big or slow to load, itch.io, CrazyGames or Poki limits, Addressables or AssetBundles on the Web, 'Could not produce class with ID', Task.Run freezing the browser, WebGL 2 vs WebGPU, .jslib and SendMessage interop, a page text field that gets no keystrokes, mobile browsers crashing, HTTPS for sensors, hosting and rollout.

skills/game-engines/unity/scenario-unity-web/SKILL.md

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Network or broad shell
Last checked
Nov 9, 2026

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3,677
Repository last updated
Nov 10, 2026
License
MIT

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# Unity Web (web specialist)

Expert level on the Web means the build is judged where players get it: bytes until gameplay starts,
served by the real host with the right headers, loaded in a real browser that reports which graphics
API ran, how big the heap grew, and that the page and the game talk. The stance: the host picks the
compression, the budget is measured to the first playable moment, and nothing counts until a served
build loads headless with zero errors and a screenshot you looked at. Target: Unity 6000.3.21f1, URP
17.3, Chrome headless on macOS. If a sibling skill named here is missing from your available skills,
load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.

**REQUIRED BACKGROUND:** scenario-unity-expert (channels, review loop, 6.3 traps). Toolkit:
`ut_env`, `ut_run` (incl. `build(P, "web")`, `run_tests`), `ut_review`, plus this skill's
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