Build & Deployment
The current version of Zephyr3D supports one-click packaging of your project into a deployable Web page, which can be used for local preview or uploaded to any static website hosting service (such as GitHub Pages, a self-hosted Nginx server, etc.).
One-Click Web Build
Steps
- In the editor menu, click Build Project;
- The editor will automatically build the current project and generate:
- An
index.htmlfile that can be opened directly in a browser; - All required runtime scripts and asset files (such as JavaScript, WASM, textures, models, audio, etc.);
- An
- After the build is complete, the editor will provide a Zip archive for download:
- The Zip contains
index.htmland all its dependencies; - After extracting, you can use the files locally or on a server.
- The Zip contains
Deployment (Quick Overview)
Local preview:
- Extract the downloaded Zip;
- Use any local static file server (such as
http-server,live-server, etc.) to serve the directory; - Open the corresponding URL in your browser to run the project.
Deploying online:
- Upload all extracted files to any static hosting environment, for example:
- Nginx/Apache static directory;
- GitHub Pages / GitLab Pages;
- Object storage static website hosting such as S3 + CloudFront, etc.;
- As long as
index.htmlis directly accessible, the application can be opened and run in the browser.
- Upload all extracted files to any static hosting environment, for example:
Limitations & Planned Improvements
The build & deployment feature is still evolving. Known and planned improvement areas include (but are not limited to):
Limited build configuration options
- Currently, there is no fine-grained build configuration inside the editor, such as:
- Enabling/disabling code minification or obfuscation;
- Switching between development and production builds (Debug/Release);
- Customizing the output directory structure, etc.
- A future “Build Settings” panel is planned to let users adjust build strategies for different release scenarios.
- Currently, there is no fine-grained build configuration inside the editor, such as:
Limited environment and platform presets
- The current build pipeline primarily targets generic Web environments;
- There are no one-click optimization presets yet for specific targets (such as mobile Web, low-end devices), for example:
- Different asset compression levels;
- Texture format selection per platform;
- Multi-resolution asset switching strategies.
Build logs and error messages are not very detailed
- When a build fails, or when some assets are not packaged correctly, the error feedback can be quite minimal;
- Future improvements may include:
- A dedicated build log panel;
- More explicit error types and locations (for example, indicating which script or asset caused the build to fail).