Betacade Docs

Upload a Unity WebGL, Godot or HTML5 build

Betacade plays your game's web export: a Unity WebGL build, a Godot 4 Web export, or plain HTML5 and JavaScript. Zip the exported folder and upload it in the studio; testers play it at the game's link.

What to upload#

Upload the folder your engine exported, as a .zip, never your project folder:

  • Unity: the WebGL build folder (with index.html, Build/ and TemplateData/).
  • Godot: the web export folder (index.html, the .wasm and .pck files).
  • Plain HTML/JS: the folder with your index.html and its assets.

The index.html can be at the top of the zip or inside a single folder at the top. Use relative URLs for your assets.

To make the zip on macOS or Linux:

cd my-game-export
zip -r ../build.zip .

On Windows, right-click the folder and choose Send to → Compressed (zipped) folder.

Which engines work#

Betacade plays web builds. By engine:

  • Unity: the WebGL export. Unity saves (PlayerPrefs, persistentDataPath) go to IndexedDB, which Betacade can't read yet: mirror your save into localStorage, see game state.
  • Godot 4: the Web export, from GDScript projects. Godot 4 can't export C# projects to the web yet: use GDScript, or Godot 3 for C#. Godot builds are served cross-origin isolated, so both the single-threaded export (the default) and the multi-threaded one work. Godot saves (user://) go to IndexedDB too: mirror them into localStorage.
  • Plain HTML/JS, and anything that exports to the web: three.js, Babylon.js, PlayCanvas, Phaser, Defold, GameMaker's HTML5 export and the like.
  • Unreal Engine, and native iOS or Android apps: there's no supported web build, and an .ipa, .apk or packaged Unreal game won't play here. Rebuild the part you want tested for the web instead: see playtest a slice.

Limits#

  • Up to 100 MB unpacked and 5000 files per build.
  • No absolute paths or ".." in file names.
  • A new studio can start 20 builds a day.

Everything in a build is public#

Anyone with the play link can download every file of every build. Never put API keys, tokens or passwords in a build. Files and folders starting with a dot (.git/, .env) are left out, but source maps (*.map) and node_modules/ would be published, so we warn about them.

Upload it#

In the studio, open the game and choose Upload a build. Pick the .zip, optionally say what changed (testers don't see it), and upload. The page shows the upload's progress, then checks the build. Once it's ready, it's what players get at the game's play link; each build also has its own link that always plays that exact build.

Uploading in the studio needs JavaScript in your browser. Without it, a build can be deployed through the API, which is what AI agents use: see the agent guide.

If a build fails#

The studio says why. The usual reasons:

  • No entry: no index.html at the top of the zip or in its single top-level folder.
  • Too large: over 100 MB unpacked.
  • Warnings (the build still works): something we noticed, like the game using cookies or shipping source maps. Fix them in your next build.