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.


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 project for running a browser, first follow the steps in the "Creating an Archive" section above to get a zip file of the project.

Next, you'll need an HTML file to visit in the browser. See lovr.html for a small example file that can be customized. You can also create your own page, but at a minimum it should:

The Module.preRun array contains functions to run before starting up LÖVR. One of the functions in this array should use emscripten's Module.FS_createPreloadedFile function to download the project's archive and add it to the virtual filesystem. The path in the filesystem should then be added as a command line argument by adding it to the Module.arguments array. This will cause LÖVR to run the project file when it starts up, just like on the command line. Here's an example:

var path = '/MegaExperience.lovr'; // The path in the virtual filesystem
var url = '/projects/MegaExperience.lovr'; // The url to download

// Add a preRun task to download the archive and put it in the filesystem
Module.preRun.push(function() {
  Module.FS_createPreloadedFile('/', path, url, true, false);

// Pass the filesystem path as a virtual command line argument
Module.arguments = [path];

Optionally, the page can include a button to enter and exit immersive VR mode, using Module.lovr.enterVR and Module.lovr.exitVR:

// Only do button-related things if WebXR is supported and working
if (navigator.xr) {
  navigator.xr.isSessionSupported('immersive-vr').then(function(supported) {
    if (!supported) {

    // Ok, VR is supported.  Add a button to the page.
    var button = document.createElement('button');
    button.textContent = 'VR!';

    // Keep track of whether VR is active.
    var active = false;

    // When the button is clicked, toggle VR state.
    button.addEventListener('click', function() {
      if (!active) {
        Module.lovr.enterVR().then(function(session) {

          // Once this promise resolves, VR is active.
          active = true;

          // The raw WebXR session object is accessible here.
          // Listen for when the session ends.
          session.addEventListener('end', function() {
            active = false;
      } else {
        Module.lovr.exitVR().then(function() {
          active = false;

The HTML file and zip file can then be distributed on a web server.