I don’t think you can run it on Dropbox and use the compressed folder, as u would need a web server for that.
What we did was run a local NGINX server (http://nginx.org/) and used it to “locally host” our game. This cuts on the time needed to upload the game to Dropbox/Amazon S3/any other hosting service.
Note that we do not use .htaccess and so we need to manually copy around some stuff (that is what the .htaccess does automatically by itself).
If that is something you think would be of use and interesting to you, I may put up a blog post on this on my site (how to configure a local web server for testing WebGL builds).
haiz … Unity’s webgl export is just a huge headache. I need a step-by-step guide on how to convert Unity’s webgl export to something acceptable to Kongregate, indieDB and Newgrounds …
hi, liortal, are you able to share how to ‘manually copy some stuff’ so that I can bypass the .htaccess to use only the Compressed folder? That would be worth a try too, I think.
They contain the same files (with a slight change in file extensions, e.g: .js turns into .jsgz to mark it as “gzip”).
The .htaccess file contains some rules that some web servers understand. For example, it says - “if the web server supports gzip, then instead of serving the files from Release, which are huge, do some kind of redirection and send out the stuff from Compressed”.
Again, i am not 100% sure if what we did would work for you with Kongregate, but what we did was this:
Delete the “Release folder”
Rename Compressed → Release
Remove gz from file extensions in that folder (e.g: .jsgz turns into .js, .memgz → .mem)
Again, not sure that would work for you as i dont know how you upload the files there, what server they use and whether it supports gzip or not.
thanks for your detailed explanation and instruction, lior. I just confirmed that the method doesnt’ work on wamp and the various html5 portals, so another approach would be necessary.