Build Instructions
- Player Settings: Use IL2CPP over Mono when available.
- Build Settings: Use
Smaller (faster) Builds
/Shorter Build Time
for IL2CPP Code Generation. - Stripping Level: Set
Managed Stripping Level
toMinimal
(Player Settings
>Other Settings
>Optimization
). (Generally not a hard requirement unless using WalletConnect as a wallet provider option.) - Strip Engine Code: Make sure this is turned off.
- WebGL Template: None enforced, feel free to customize!
- Compression Format: Set to
Disabled
(Player Settings
>Publishing Settings
) for final builds. - Testing WebGL Social Login Locally: Host the build or run it locally with
Cross-Origin-Opener-Policy
set tosame-origin-allow-popups
.
Example setup for testing In-App or Ecosystem Wallet Social Login locally:
No action needed for hosted builds.
- EDM4U: Comes with the package, resolves dependencies at runtime. Use
Force Resolve
fromAssets
>External Dependency Manager
>Android Resolver
. - Redirect Schemes: Set custom schemes matching your bundle ID in
Plugins/Android/AndroidManifest.xml
or equivalent to ensure OAuth redirects if using social login.
If you notice issues with redirects on mobile, for instance hanging after selecting an account when logging in with Google, you did not setup OAuth properly. Best practice is to use a lowercase bundle id that is the same as your Unity project's application identifier, it must be present in the following places:
- Your
ThirdwebManager
prefabBundle ID
field. - Your
Plugins/AndroidManifest.xml
scheme field as mentioned above (it doesn't have to be our defaultAndroidManifest.xml
, it can be in your custom one, just add the scheme). - Your thirdweb dashboard project settings as one of:
Bundle ID Allowlist
field (those automatically added to allowed redirect URIs).- In-App Wallet Configuration
Allowed redirect URIs
field.