Matter 1.0.0
  • Getting Started
  • Authoring
  • Rendering
  • Integration
  • Samples
  • Reference
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    Web deployment

    Matter supports browser builds through Unity's Web platform. The included Feature Showcase build pipeline selects WebGPU first and retains WebGL2 as a compatibility fallback.

    Configure graphics APIs

    Choose Tools > Matter > Development > Web > Configure WebGPU First. The command sets the Web player graphics API order to WebGPU followed by OpenGLES3/WebGL2.

    WebGPU does not support synchronous GPU-to-CPU readback. Use these asynchronous APIs in browser-safe gameplay and persistence code:

    • SetBackendAsync
    • ReadAllCellsAsync
    • ReadChunkAsync
    • ExtractCellAsync
    • InjectCellAsync
    • MatterWorldPersistence.CaptureAsync
    • MatterWorldPersistence.SaveToBytesAsync

    Configure texture compression

    Matter prepares its imported sample texture tiers for the active build target before a player build. The platform profiles are:

    Target Packed color, surface, and normal arrays Height
    Windows/macOS/Linux BC7 R8
    Web Generic or DXT DXT5 R8
    Web ASTC ASTC 6x6 R8
    Web ETC2 ETC2 RGBA8 R8
    Android ETC2 RGBA8 R8
    iOS/tvOS ASTC 6x6 R8

    Generic Web deliberately defaults to DXT5 for desktop browsers. Select the ASTC or ETC2 Web texture subtarget before building for compatible mobile browsers. Runtime tier validation rejects unsupported formats instead of allowing BC7 to expand silently to RGBA32.

    Matter distributes no generated texture arrays. Importing or building a Matter sample generates the target-specific project cache under Assets/Samples/Matter/Shared/Resources; merely installing the package does not generate or add the demo arrays to unrelated player builds. The dedicated WebGPU build pipeline explicitly prepares the Web cache before it starts the player build.

    Serve over HTTP or HTTPS

    Do not open the generated index.html directly from disk. Serve the build from localhost during development and HTTPS in production.

    Brotli-compressed output requires the correct content type and Content-Encoding: br for native decompression:

    File Content type
    .data.br or .data.unityweb application/octet-stream
    .framework.js.br or .framework.js.unityweb application/javascript
    .wasm.br or .wasm.unityweb application/wasm

    The generated .htaccess files contain Apache rules for Brotli metadata and cache behavior. Some FTP and archive tools omit hidden files; verify that the root .htaccess and Build/.htaccess are present after deployment.

    If a response contains Content-Language: br instead of Content-Encoding: br, the server is treating .br as the Breton language suffix. Correct the server rules, then clear the affected CDN and browser caches.

    Persistence in browsers

    Use the byte-based world APIs and store the resulting bytes in the project's chosen browser, download, cloud-save, or service layer. The Feature Showcase flushes its virtual persistent filesystem to IndexedDB before reporting that a save completed.

    Networking

    The core Feature Showcase is a visual browser demo. Browser networking requires a compatible WebSocket transport and server supplied by the consuming project. See the separately distributed Matter: FishNet Integration guide when using FishNet and Bayou.

    Scope of this guide

    These headers and compression rules apply to a Unity Web player. The static Matter documentation website is ordinary HTML/CSS/JavaScript and does not need the player's Brotli or cross-origin-isolation configuration.

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