Most web games made with Unity won't work (or work well) on mobile devices, often running out of memory or just running slow. Nothing to do as a player except try them on a computer.
chicxulub
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I'm in a similar situation with a project I'm working on where I need to authenticate players. I'm not sure what the 'official' Itch view is.
As a third party website inside an iframe, you face restrictions to some web APIs/functionality like third party cookies in some browsers, which won't be an issue if you direct your users to your website at the top level. Instead, you could have a web game upload where your game page just shows a link to your own website that the user has to click.
You didn't paste the full error message but if I had to guess, you probably need to allow CORS for https://html-classic.itch.zone on your backend.
Unviable
You are a discarded robot. Your sensors are crap, your navigation AI is laughable. Looks like you weren't even disposed of properly. Can you just walk out of the junkyard?
Unviable is a short 'walking simulator' you can play in your browser. (Chrome or Firefox recommended; may not work on mobile)
HTML5 games are great for removing the download-unzip-run barrier but it's a challenge to save game state/user ID as they run in an iframe pointing to a different domain than itch.io. Safari already blocks third party cookies and website data, and Chrome has plans to do the same. If HTML5 games are to be more than 5-minute prototypes/demos, I think some way of saving state is essential.
I can think of 2 ways:
- Serve the iframe from an itch.io subdomain - this should allow cookies with a user ID or putting game state in local storage, though I'm not sure about the security consequences, e.g. games accessing itch.io session cookies.
- Attach a signed auth token as a query parameter to the iframe URL so the game can identify the user anonymously and can save to its own backend.
Are there any other ways?
I was working on a game page for some time and to test it from different browsers I set the visibility to Restricted with a password. It turns out this means the project is published even though it's not publicly visible, so by the time I set the project as Public, it appeared as though it had been published weeks ago.
Suggestion: Communicate this better or don't count Restricted as published.