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Technical Showcase: Deploying Enterprise VR Training to the Web

A proof-of-concept port of XpertVR's smoke alarm training from Unity to Wonderland Engine, demonstrating web delivery, offline caching, and rapid iteration.

How Wonderland Engine Solves the Deployment Bottleneck for Native Unity Enterprise Training Applications 

Enterprise XR is rapidly becoming the gold standard for effective corporate training. As the industry grows, leading companies like XpertVR are developing incredibly realistic simulations that deliver measurable results.

But as these training applications become more sophisticated, their deployment becomes a major challenge. Powerful native applications, built in engines like Unity, are constrained by the logistical overhead of traditional software deployment—requiring manual installations, platform-specific builds, and slow update cycles that hinder enterprise-wide scalability.

This technical showcase documents our proof-of-concept designed to solve this exact problem. With the permission of XpertVR, we ported assets from their native VR fire safety simulation to Wonderland Engine, proving that instant, scalable, and browser-based delivery is not a compromise—it’s a competitive advantage.

The Challenge: The Friction of Enterprise App Distribution 

Native applications, while powerful, create significant logistical friction for the enterprises deploying them:

  • Complex fleet management: IT must provision every headset individually, manually installing the correct application.
  • Costly update cycles: Every pre-loaded headset becomes a liability; updates are slow and error-prone compared to a single URL.
  • Siloed content: The training value is locked inside the VR headset; managers and trainees can’t easily review on PC or phone.

Our goal was to show how Wonderland Engine solves these B2B distribution challenges by using the web as a high-performance, universal platform.

The Proof-of-Concept: Validating the Web as a Primary Platform 

Our PoC was designed to prove that the web could overcome these native distribution hurdles without sacrificing the quality of the original application.

Hypothesis 1: A Native-Quality Scene Can Be Replicated for the Web 

We tested whether we could match the visual fidelity of XpertVR’s professionally designed Unity scene with baked lighting.

Result: Confirmed. We successfully ported the assets and adjusted the scene to match the original’s look and feel, using the original Unity lightmaps.

Hypothesis 2: The Workflow for Web is Radically More Efficient 

Once the assets were ported, we measured iteration speed.

Result: Confirmed. Packaging a test build took less than a second, enabling a rapid feedback loop.

Hypothesis 3: Universal Access is Possible (From Native to a Single URL) 

We validated that a single link could deliver a stable cross-platform experience and support offline access.

Result: Confirmed. The PoC runs on PC, mobile, and VR headsets from one URL. Once loaded, the application is cached and runs offline.

“Happy to support so yes please feel free to feature it on your website.” — Evan Sitler, XpertVR

How We Built It: A Replicable Unity-to-Wonderland Pipeline 

  • Export and optimize assets from the Unity project
  • Import into Wonderland Engine, preserving original lightmaps
  • Implement core interaction (battery pickup and use on smoke alarm)
  • Optimize for web performance (texture sizes, draw calls, batching)
  • Package and deploy to a CDN-backed static site

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