Unity template
Preview Not tested with a real Unity build Unity
From an empty Unity starter folder to a game on Vapour. If you have not yet, read the templates overview first.
Be aware: we had no Unity editor or license when writing this, so this path has not been run end to end. The Vapour side was checked, the Unity side follows Unity's own documentation. If a step does not work, please tell us.
1. Make the folder
vapour login --token vpr_...
vapour template unity "My Game"
cd my-game
You now have a starter with your settings file, your store page files, and a small helper Vapour uses to build your game: Assets/Editor/VapourBuild.cs.
2. Add your Unity project
The template is not a Unity project. It is usually easiest to do this:
- Create your project in Unity Hub (or open your existing one).
- Copy into it the
vapour.tomlfile, thestorefolder andAssets/Editor/VapourBuild.csfrom the template folder.
Then in Unity:
- Open File → Build Profiles (older editors: Build Settings), pick the Web platform and click Switch Platform.
- Add at least one scene to the build. The helper stops with "Enable at least one scene in Build Settings" if there is none.
- If your game uses Unity's older input system, open Edit → Project Settings → Player → Other Settings and set Active Input Handling to Input Manager (Old) or Both.
- Set the compression to Disabled to begin with, which is the simplest first build.
The Unity tutorial walks through all of this with a sample.
3. Make the browser version
Tell Vapour where your Unity editor is, then build:
export UNITY_EDITOR=/path/to/Unity/Editor/Unity
vapour build
You can also run it by hand from the Unity menu: Vapour → Build.
4. Try it
vapour test
See Understand your game's performance.
5. Publish
vapour publish --dry-run
vapour publish
Unity builds can be large. The upload limit is 512 MiB, and vapour build warns you if big content should be split up.