If you are a maintainer of this project, and you modified the demo scene distributed with the package, you will want to update the Build/ directory (hosted online here).
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Launch
Edit > Build Settings > Project Settings. FromPlayer Settings…(Edit > Project Settings > Player), select theWebGL settingstab (HTML5 icon), toggle theResolution and Presentationview, and selectWebXRfor theWebGL Template. -
Launch
Edit > Build Settings > Project Settings. Then, press theBuild and Runbutton, andSaveto the directory namedBuild.
If you are contributing to the Assets, you can build and export a new version of the WebXR-Exporter.unitypackage file.
Notice that the package does not include all the assets in the repository but only those under WebXR, and WebGLTemplates/WebXR:
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Open
Assets > Export Package…. A window titledExporting packagewill appear. Press theExport…button to proceed. -
When prompted for the file location, set
WebXR-Exporteras the filename of the destination Unity Asset Package, and press theSavebutton.
Both of the above products can be built via menu or command line. The project includes a C# script at Assets/Editr/Builder.cs with methods for building. It presents a Build menu in the editor which you can use to build the products above in one click.
You can invoke the methods in the script from the command line by using -executeMethod parameter as documented at https://docs.unity3d.com/Manual/CommandLineArguments.html
| Product | Command |
|---|---|
| Package | <path-to-editor> -projectPath <path-to-project> -batchMode -executeMethod WebXR.Editor.Builder.BuildPackage -quit |
| Desert Sample | <path-to-editor> -projectPath <path-to-project> -batchMode -executeMethod WebXR.Editor.Builder.BuildDesertSample -quit |
| Package and Sample | <path-to-editor> -projectPath <path-to-project> -batchMode -executeMethod WebXR.Editor.Builder.BuildAll -quit |



