LÖVR projects can be exported to standalone executables or WebVR projects. This guide will teach you how to export and distribute a project.
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.
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.
To create a .app on macOS, first get the stock LÖVR.app, either by downloading it
here or by setting the -DLOVR_BUILD_BUNDLE=ON
flag when building
with CMake.
Then, to get the .app to run a custom project instead of the nogame screen, put a .lovr archive in
the LÖVR.app/Contents/Resources
folder (right click and use "Show Package Contents" to get to the
Contents folder).
Next, the Contents/Info.plist
should be modified. The CFBundleName
entry should be changed from
"LÖVR" to the name of the project, and the CFBundleIdentifier
should also be changed to a unique
ID for the project/studio name. The Resources/lovr.icns
file can be replaced with a custom icon
as well.
Finally, LÖVR.app
can be renamed to Awesome VR Project.app
and distributed as a zip.
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
(note that the @/
suffix is important). 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. You can also use lovr-webvr-server to develop a WebVR project locally with live-reloading support.