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 really just 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 --- You can use the [WebVR Exporter](/share) to export to WebVR. Just drag and drop a `.zip` file into your window to create a WebVR page. > Note that WebVR exports are removed after 30 days of inactivity! To create a custom WebVR build, see [this guide](https://github.com/bjornbytes/lovr/blob/master/COMPILING.md#webvr). Note that there are a few differences when running LÖVR in the browser: - `Controller:newModel` will always return `nil`. - `lovr.headset.getBoundsGeometry` is not supported and will return four zero vectors. - Oculus Touch controllers are not fully supported yet.