Distribution === LÖVR projects can be exported to standalone executables or WebVR projects. This guide will teach you how to export and distribute a project. Creating an Archive --- The first step is to create an archive of your project, which is a zipped up version of its contents. On Windows you can select all the files in a project (**not** the project folder), right click them, and choose "Send to" -> "Compressed (zip) folder". On Unix systems, the `zip` utility can be used: $ zip -9qr . A zip archive can be run with LÖVR but isn't a standalone executable yet. Creating an Executable --- Once you have a project archive, it can be appended to the LÖVR binary to create a standalone executable. On Windows, this can be done using the command prompt: $ copy /b lovr.exe+MyProject.zip MyProject.exe On Unix systems, the `cat` utility can be used to concatenate the two files. > Once you have an executable, be sure to distribute it with all the `.dll` files that came with the original LÖVR download. WebVR --- To package a game for use in a browser, you can use the `file_packager` script that comes with the Emscripten SDK: $ python "$EMSCRIPTEN/tools/file_packager.py" game.data --no-heap-copy --preload /path/to/game@/ --js-output=game.js This will output two files: `game.js` and `game.data`. The `game.js` file downloads the `game.data` contents and mounts it into the Emscripten filesystem, which LÖVR will then run at startup. For full instructions on creating a web-enabled build of LÖVR, see the [Compiling guide](Compiling#webvr). You can also use [lovr-webvr-server](https://github.com/bjornbytes/lovr-webvr-server) to develop a WebVR project locally with live-reloading support. Note that there are a few differences when running LÖVR in the browser: - `Controller:newModel` will always return `nil`. - Compute shaders are not supported.