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A real Unity WebGL build served with COOP/COEP, so crossOriginIsolated === true
and SharedArrayBuffer is available — the gate a multithreaded Unity build needs.
Declaring framework=unity on the project is what turns those headers on
(clients/projects.crossOriginIsolated), plus the application/wasm and
application/octet-stream MIME types the Unity loader requires.
Build payload is the example Unity WebGL build from Marinerer/unity-webgl
(Apache-2.0), renamed with a content hash; no Unity licence is needed to use or
swap it.
Why this exists: static-SPA builders cannot ship a game. Proving hanzo.app can
meant finding what actually stopped it, and three things did:
1. POST /v1/projects/:slug/deploy carries the entire build in ONE request body
and the public edge caps a body at 4 MiB (measured: 4194304 accepted,
4198400 gets the opaque fasthttp "Error when parsing request"). Godot emits
a 43 MB engine wasm; Unity 22 MB + 5.7 MB of data. The artifact lane cannot
express a game at all, so these ship through the release lane instead: stage
to the object store, then POST /v1/sites/:slug/publish promotes it
server-side with no body.
2. Engine loaders emit NON-fingerprinted filenames (index.js, <name>.loader.js)
and clients/sites.CacheControlFor only marks a content-hashed name
immutable. A redeploy therefore leaves the CDN and the browser running the
OLD loader against the NEW wasm. That is not a visible error: emscripten
prints "still waiting on run dependencies" forever and the canvas stays
300x150. Every template here fingerprints its own asset names so the case
cannot recur.
3. A cross-origin-isolated document (COEP: require-corp) BLOCKS a plain
cross-origin script, so the shared a.hanzo.ai runtime needs
crossorigin="anonymous" on exactly the pages that opt into isolation.
Co-authored-by: Hanzo Dev <[email protected]>
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