Standalone, non World Builder APK app
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- This topic has 3 replies, 2 voices, and was last updated 1 month, 1 week ago by
robert.malzan.
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June 13, 2025 at 7:31 am #1727
Hello,
We are developing a VR standalone application using Unity and we want to distribute it in XR4ED marketplace. It will be in APK format.
How can we publish it in XR4ED Marketplace?
Is there any plugin, SDK or sometnig else to include in our APK to integrate with marketplace?
Or it is just upload file to marketplace and that is all?
In documentation we have found a instructions such as:
develop your app from the ground up or based on a different game engine, then you’ll need to implement our portal mechanism as specified in our VRML Specification.
Where we can find this specification?We were consulting this with mentors, and heard, that there are more teams struggling this situation
June 18, 2025 at 12:58 pm #1774There is no way to integrate APK files into the shop, sorry. But you could develop your app for PC just as well. In that case you have two options how to proceed.
a) create a standalone app which is launched from the hopper but does not run in the hopper. To do this, you need a vrml file which defines a DOWNLOAD_AND_RUN protocol and you need to create a single executable installer which can install your app and register it in the registry.
b) create a scene asset bundle (Unity only) and one or more DLLs which contain your scripts. This can run inside the Hopper. To do this, you need a vrml file which defines a PORTAL_HOPPER_PROTOCOL protocol and must create the scene asset bundle(s) from your app. You’ll also need to get the Designer and Developer toolkits for the Hopper, at least to gracefully exit your game, but you’ll also find other useful scripts in these toolkits (very beta version). Let me know by email if you want to go this way so I can provide the three corresponding packages to you as zip files.
If you must publish an APK, you have to do it outside of the XR4ED environment through one of the registered VR publishers. For versions a and b, you upload the vrml file to the shop but place your asset bundle or installer on your own server/domain.
July 10, 2025 at 11:53 am #1818Hello Robert.
Thank you for toolkit – I need to check what it contains 😉
For option A – how to create VRML file?
For option B – I assume I need to create one aaset bundle for whole application or separate asset bundles for each scene? And I can use a Create VRML file option inside Unity for this, right?Cheers,
MarekJuly 10, 2025 at 2:25 pm #1819We already discussed this by email but I just saw that you wrote “And I can use a Create VRML file option inside Unity for this, right?”. The answer, sadly, is no. The automatic VRML file generation is not up to date because we keep making changes and never have the time to update the VRML generator. To all who wish to
- use Unity and asset bundles with the Portal Hopper (PORTAL_HOPPER_PROTOCOL)
- launch an external app (installer) via the Hopper (DOWNLOAD_AND_RUN_PROTOCOL)
please contact me via email for further assistance.
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