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Copy file name to clipboardExpand all lines: README.md
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- Use `Smaller (faster) Builds` in the Build Settings (IL2CPP Code Generation in Unity 2022).
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- Use IL2CPP over Mono when possible in the Player Settings.
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- Using the SDK in the editor (pressing Play) is an accurate reflection of what you can expect to see on native platforms.
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- In order to communicate with the SDK on WebGL, you need to `Build and run` your project so it runs in a browser context.
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- In most cases, setting `Managed Stripping Level` to minimal when using IL2CPP is also helpful - you can find it under `Player Settings` > `Other Settings` > `Optimization`
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## WebGL
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- In order to communicate with the SDK on WebGL, you need to `Build and run` your project so it runs in a browser context.
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- Open your `Build settings`, select `WebGL` as the target platform.
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- Open `Player settings` > `Resolution and Presentation` and under `WebGLTemplate` choose `Thirdweb`.
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- Save and click `Build and Run` to test out your game in a browser.
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If you're uploading your build, set `Compression Format` to `Disabled` in `Player Settings` > `Publishing Settings`.
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Important: If you're uploading your build, set `Compression Format` to `Disabled` in `Player Settings` > `Publishing Settings`.
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Please note that Embedded Wallets (OAuth version) may not work when testing locally using Unity's default Build and Run feature for WebGL.
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You must host the build or run it locally yourself after adding the `Cross-Origin-Opener-Policy` header and setting it to `same-origin-allow-popups`.
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Here's a simple way to do so, assuming you are in your WebGL build output folder:
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