<aside> ℹ️ Deploying your world from your development environment into the VE2 system, for use in teaching labs or for testing in the ‘live environment’, is a three-stage process. You (1) build your world, (2) upload it, then (3) ensure that the uploaded version is visible to whoever needs to see it.
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Once you have created your scene (or simply want to test it in a build) you can convert it to a VE2 world (also called a VE2 plugin). VE2 will handle the distribution and multiplayer server integration automatically.
When end-users (students and teachers) run VE2 in the lab, they will be taken to the VE2 Hub, where they can browse the available worlds and select which one to travel to.
To convert your Unity project to a VE2 world that appears on the list within the VE2 Hub, you will have to “build” and “upload” your plugin. There are a few steps to this:

The VE2/VIRSE2 Hub, showing a number of plugins/worlds. Worlds are separated into categories. Your world will appear under the “experimental” category unless we’ve explicetely made it “live”
Change the name of your scene: The name of your scene will become the name of your plugin, as shown in the Hub. This means you must choose a name that is unique, and that nobody else may have chosen (putting your own name in the scene name may help with this!) The scene name should also contain no spaces or special characters.
Build your plugin: This process prepares your scene and scripts to be exported to the VE2 platform.

Deploying a world called “FredLesson5Demo” - your window should look something like this
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If you see an error mentioning “could not copy DLL to path” or something similar, look in the console and check to see if there are any compile errors when building. If there are (likely imports to editor-only libraries within your scripts), fix these, reopen the Build VE2 Plugin window, and try again.
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