Porting Process

So you want to take your game to the web? Smart! Let's get started.

Pley Porting Process

Here we outline the process we follow to port games to WebGL and the Pley platform. This process may vary depending on your game.

Firstly, be sure you have switched your platform to WebGL, and have the latest and correct target version of Pley SDK installed.

  1. Running Build

A running build is a game build that uploads to Pley, starts up, successfully loads, delivers assets, plays audio, and can be interacted with by the player.

1.1: Successfully compile a build in Unity with WebGL (here)
1.2: Successfully upload a build to Pley Game Manager (here)
1.3: Game Uploads to Pley. Get to the game splash screen in the Game Manager.
1.4: The game starts on Pley. Survive the loading screen, and deal with crashes.
1.5: The game successfully starts.

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Milestone 1: Running Build

We at Pley will happily help with this milestone. Reach out to us to get a running web build today!

  1. Functional Build

A functional build; it plays audio correctly, is interactive, and connects to the game's backend/services. Essentially a playable version of the game, even if it is not a good experience nor feature complete. Audio, music, rendering, graphics, and backend calls are all working, and the game is in a semi-playable state (even if the experience is sub-par).

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Milestone 2: Functional Build

We'll happily help you reach the functional build milestone. Reach out to us to get help reaching a functional build!

  1. Pley Integration

Integrate all the systems that need to work together and which Pley provides to have a web feature-complete game. Our documentation is your best friend here!

3.1: Authentication - Integrate Pley Users with Game Backend (here)
3.2: Device level storage - Cover the game’s use of persistent storage
3.3: Progress Saving & Conflict - Make sure the game's progress saving logic works well on web.
3.4: Products & Purchases - Integrate Pley’s products & purchases. (here)
3.5: Implement game-level analytics. (Here)
3.6: Pley Connect. Users from mobile can link their accounts and continue playing on the web. (here)

Pley Connect requires changes to the mobile game, web game, and backend to function.

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Milestone 3: Pley Integrated Build

Pley's functionality is implemented into the game. At this point, we strongly suggest launch and user-acquisition planning starts!

  1. Mobile Par

Match mobile behavior and functionality. In no particular order. At this stage, you should be familiar with the Game Manager (if not, go take a look around!), and pley test your build.

4.1: Performance. Web game performance is on par with mobile.
4.2: Crashes & Bugs. General QA/Playtesting to solve crashes.
4.3: UIUX Adaptation for Web.
4.4: Fonts & Localization works as on mobile
4.5: Crash Services. The developer & Pley get the crash data they need.
4.6: Analytics. Developer & Pley get the analytics data they need. (here)
4.7: News, Events, & Liveops/configs for the Web. Should work on mobile.

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Milestone 4: Web build reaches mobile par

Web build of the game should now work as-good or better than the mobile version of the game.


  1. Pre-launch

    Everything is made ready to go live. This stage requires more engagement from the Game Studio. The goal is to begin to go live and ensure no ongoing post-launch maintenance work to run, update, and earn from the web game.

5.1: Merge the porting codebase into the main game codebase (one game, one server, one codebase).
5.2: Integrate Pley into the game's CI/CD or build pipeline. When a new update is built, it goes to all platforms.
5.3: Add and release the account linking to the mobile (Pley Connect or custom solution).
5.4: Prepare a reoccurring game mechanic to incentivize players to try the web version.
5.5: Prepare in-game announcements of the new game version, including rewards for account linking.
5.6: Set up the attribution service of your choice and send events for analytics and UA purposes.

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Milestone 5: Launch Ready

Next step is going live; (1) release web version, (2) release mobile game update, (3) announce the launch, and (4) begin launch activities such as UA, liveOps, or game destination releases.