Adding new functionality

To add a new render function you need three pieces:

  1. Update unitymouse/ to include the new function and add documentation

  2. Add the call to the set of calls in Server/server.js

  3. Add the new functionality to the UnityClient in UM_Client.cs

Before deploying you should add a new test script in Examples which runs your new functionality and makes sure that it works. See

Deploying the client

The client is accessed by users in two ways: either through the web server or through a standalone desktop app which we include in each minor version release. To deploy a new client you need to take a few steps.

  1. If you changed the Addressable assets or updated to a new version of Unity you need to re-build the assets. Do this for each build target separately. Then copy the UnityClient/ServerData folder to the htdocs/UMData subfolder on the server.

  2. Build the WebGL target build, then copy this to the htdocs/UMRenderer subfolder on the server.

  3. Build the Windows target build, compress to zip, and attach this to the next release version. Or, if you are hotfixing a previous release, update the hotfix version number and swap the new build for the previous one.

Uploading to the server

The server runs Apache, the htdocs file is at C:/Apache24/htdocs. Ask Dan for the login details. You can copy files locally onto the data server or copy them through google drive or slack.

Pushing the Pypi package

Push to the real server

py -m build
py -m twine upload dist/*

Deploying the server

For local testing

To run a local copy of the server you need to install Node.js and then run the command node server.js in the Server folder. This will start the server on localhost:5000. You then need to redirect both the python client and UnityClient to access the local server. Do this by running umr.setup(localhost=True) and by checking the localhost option in the main GameObject.

On Heroku

Every time the github repository is pushed the Heroku server will re-build. You will get back a 503 server response if there are errors in the code running on Heroku.