So I have a game that I want to export to WebGL. It uses Unity’s latest networking solution uNET (Unity Networking) and I’ve selected the *use websockets option.
Currently, WebGL clients cannot be a server. Thus in order to host a game, I am doing it when I run the game through the editor. Then in the browser, I can join the game as a client.
So obviously I don’t want to leave my computer on to be the host through the editor while people in the web join as clients.
I’m thinking that I should build the game in standalone and run the standalone game on some server and join the game as host. Then of course I leave the server on 24/7 so anyone can join through the web. But I have no idea how to accomplish this (i.e. what services to use) or if this is even the right approach.

Hi, this is not an answer but a update of your post. I have the same problem ! Did you, or anybody, find a solution ? Thanks
– cernysUnfortunately I haven't found a solution to this particular problem. But in general my problem was having a networking solution for Unity games over the web. I've found that you can interact with Unity's code using SendMessage("OBJECT_NAME", "METHOD_NAME"); in client-side javascript. As a result, I'm using Firebase as a networking solution and database. You can use any other service as well but I've found the resources from Firebase to be quite generous.
– Phaseshifter