Unity WebGL hosting — upload the build, get a play link
You can host a Unity WebGL build free on The Gaming Nest and get a link that plays instantly in any browser. Every account gets 300 MB, builds are served from a CDN, and 10 versions are kept per project so you can activate or roll back in one click without re-uploading. Upload the folder Unity produced — the one with index.html and Build/ inside — from the browser, or run `tgn deploy ./Builds/WebGL --precompress`. The step-by-step export instructions live on the publish guide; this page is about getting that build hosted and running well.
Which compression format to pick
Unity's Player settings offer Brotli, Gzip, or Disabled. Pick Brotli: it is the smallest of the three, it is what the CLI's --precompress flag produces, and our CDN serves the pre-compressed files directly to the browser. Gzip works and is a safe fallback. Disabled is the one to avoid — it inflates the build several times over, which burns your quota and makes the first load noticeably slower for the player.
Keeping a Unity build inside the free quota
The quota is measured in bytes on disk after extraction, not in "one game". Uncompressed textures and audio are almost always what fills it — they dwarf code. Compress your textures, drop unused audio to a lower bitrate, and strip what the build does not reference. Also ship the build output only: the folder Unity produced, never your Assets/ or Library/ directory. A single upload archive can be 500 MB, and after extraction the cap is 1,000 files.
When the page loads but the game does not
A black canvas almost always means the browser refused to give the page a GPU context. Check hardware acceleration in the browser's settings first, then open the developer console — Unity prints the real reason there. Two other cases are worth knowing: a build that ran out of memory needs a bigger heap set in Unity before you rebuild, not a hosting change; and a build that depends on SharedArrayBuffer (multi-threading) will not run here, because that requires cross-origin isolation headers we do not set on the storage origin.
Frequently asked questions
Can I host a Unity WebGL build for free?
Yes. Every account on The Gaming Nest gets 300 MB of WebGL hosting free — no credit card and no trial period — including CDN delivery, 10 retained versions per project, and one-click rollback.
Should Unity's compression format be Brotli or Gzip?
Brotli — it produces the smallest build of the three options, and our CDN serves the pre-compressed files straight to the browser. Gzip is a safe fallback. Disabled inflates the build several times over and is the option to avoid.
Why is my Unity WebGL build a black screen?
Almost always because the browser denied a GPU context — enable hardware acceleration in the browser settings and reload. If that isn't it, the developer console prints Unity's actual error; out-of-memory needs a larger heap set in Unity and a rebuild, and builds requiring SharedArrayBuffer will not run here.
Do you take a cut or ask for exclusivity?
No to both. Hosting takes no revenue share and asks for no exclusivity — the same build can ship on itch.io, Steam, or your own site at the same time.