Chapter 8: Build & Deploy
You've built an amazing WebXR experience! Now it's time to optimize and deploy it so others can experience your creation. This chapter shows you how to build for production and deploy to GitHub Pages.
Production Build Process
Your starter app is already configured with Vite plugins that automatically optimize assets during build. When you run npm run build
, it:
- Bundles and minifies your JavaScript/TypeScript code
- Compresses GLTF models with Draco and optimizes textures
- Generates a deployable static site in the
dist/
folder
Building Your Project
Navigate to your project directory and run:
npm run build
This creates a dist/
folder with your optimized application. The build automatically:
- Compresses your GLTF models using Draco compression
- Optimizes textures with KTX2 compression (when available)
- Bundles and minifies JavaScript
- Copies public assets
Asset Optimization
Your starter app includes the @iwsdk/vite-plugin-gltf-optimizer
plugin that automatically compresses GLTF models and textures during build.
Current Configuration
In your vite.config.ts
, you can see the optimizer is already configured:
import { optimizeGLTF } from '@iwsdk/vite-plugin-gltf-optimizer';
export default defineConfig({
plugins: [
// ... other plugins
optimizeGLTF({
level: 'medium',
}),
],
});
Optimization Levels
The plugin offers three preset levels:
light
: Fast build, moderate compressionmedium
: Balanced build time and compressionaggressive
: Slower build, maximum compression
KTX2 Compression Requirements
The optimizer uses KTX2 compression by default for better texture compression. If you don't have KTX-Software installed, you'll see this warning:
⚠️ KTX-Software not found (missing "ktx" CLI). Skipping KTX2 compression.
Install from: https://github.com/KhronosGroup/KTX-Software/releases
The build won't crash - it will fall back to standard texture optimization, but installing KTX-Software gives you better compression results. Download and install it from the KTX-Software releases page for optimal texture compression.
Advanced Configuration
For more control, you can customize specific options:
optimizeGLTF({
level: 'medium',
verbose: true, // Show optimization details
geometry: {
compress: 'draco', // Draco compression
quality: 0.8, // Higher = better quality, larger size
},
textures: {
mode: 'auto', // Automatic texture compression
quality: 0.75, // Texture compression quality
maxSize: 1024, // Maximum texture resolution
},
});
During build, you'll see optimization results showing significant file size reductions for your GLTF models and textures.
Deploying to GitHub Pages
GitHub Pages provides free hosting perfect for WebXR applications.
Step 1: Configure Base Path
Update your vite.config.ts
to set the correct base path:
export default defineConfig({
base: '/your-repository-name/', // Must match your GitHub repo name
// ... rest of your existing config
});
Step 2: Manual Deployment
Install the gh-pages tool and deploy:
# Install deployment tool
npm install -D gh-pages
# Build and deploy
npm run build
npx gh-pages -d dist
Step 3: Enable GitHub Pages
- Go to your repository on GitHub
- Settings → Pages
- Source: "Deploy from a branch"
- Select
gh-pages
branch - Save
Your app will be live at: https://yourusername.github.io/your-repository-name/
Automated Deployment with GitHub Actions
For automatic deployment on every push, create .github/workflows/deploy.yml
:
name: Deploy to GitHub Pages
on:
push:
branches: [main]
jobs:
build-and-deploy:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Setup Node.js
uses: actions/setup-node@v4
with:
node-version: '20'
cache: 'npm'
- name: Install dependencies
run: npm install
- name: Build
run: npm run build
- name: Deploy to GitHub Pages
uses: peaceiris/actions-gh-pages@v4
if: github.ref == 'refs/heads/main'
with:
github_token: ${{ secrets.GITHUB_TOKEN }}
publish_dir: ./dist
What's Next?
Congratulations! You've completed the IWSDK getting-started tutorial and successfully built and deployed your first WebXR application. You've now experienced the complete end-to-end workflow of IWSDK development - from creating basic 3D scenes to implementing custom systems and deploying optimized applications.
Throughout this tutorial, you've learned how to:
- Set up IWSDK projects and load external assets
- Create professional environments with lighting and backgrounds
- Build interactive experiences with grabbing and locomotion
- Develop custom systems and components using ECS architecture
- Build and deploy optimized WebXR applications
For developers ready to dive deeper into advanced IWSDK development, continue with:
- Chapter 9: Advanced Topics - Explore physics simulation, scene understanding, and performance optimization
- Chapter 10: Production Patterns - Learn enterprise-level development practices, testing strategies, and deployment pipelines
You now have the foundation to create professional WebXR experiences with IWSDK!