Core RPG handbook · Development build / version notes
Documentation / Tile Tick Core RPG
WebGL & WebSockets
WebSocket transport expectations and browser deployment troubleshooting.
WebGL clients cannot use the native UDP path. Core RPG's current transport configuration uses WebSockets for WebGL and expects a separately deployed endpoint that can reach the dedicated server.
Build world bundles for the browser target; Windows World Forge bundles cannot be reused as WebGL bundles. Configure HTTPS and a secure WebSocket endpoint for your deployment. Port 443 is an example configuration, not a required game-server port.
Current transport behavior#
- Native clients use Unity Transport's native transport path.
- WebGL uses WebSockets.
- The demo launch asset is configured for secure WebSockets on port
443. - The current project also references a status endpoint used by the connection/status flow.
Deployment requirements#
Your browser build, TLS certificate, WebSocket endpoint/proxy, firewall, game server port, and status endpoint all need to agree. A working Unity dedicated server by itself does not make a browser client reachable.
Debugging connection failures#
- Confirm the browser can load the game over HTTPS.
- Confirm the WebSocket URL/port resolves publicly and presents a valid certificate.
- Confirm the proxy forwards WebSocket traffic to the game server's reachable transport endpoint.
- Check browser console errors and server connection logs together.
- Verify the server actually reached the gameplay scene and
NetworkBootstrapis listening. - Test another browser before assuming the gameplay layer is at fault.
Browser behavior can change independently of Core RPG. Firefox/itch.io rendering or browser-specific transport issues should be tested against the current Unity/WebGL/browser versions you plan to ship. Check your supported browsers with the exact build and endpoint you intend to publish.
