Core RPG handbook · Development build / version notes

Documentation / Tile Tick Core RPG

WebGL & WebSockets

WebSocket transport expectations and browser deployment troubleshooting.

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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#

  1. Confirm the browser can load the game over HTTPS.
  2. Confirm the WebSocket URL/port resolves publicly and presents a valid certificate.
  3. Confirm the proxy forwards WebSocket traffic to the game server's reachable transport endpoint.
  4. Check browser console errors and server connection logs together.
  5. Verify the server actually reached the gameplay scene and NetworkBootstrap is listening.
  6. 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.