Immerse Scenes

Immerse Scenes are Unity Scenes which have integrated the Immerse SDK, been built, compressed and uploaded to the Immerse Platform. Typically they are Zipped files containing a Windows executable and / or WebGL content.

The Immerse Scenes tab -

Once uploaded to the Immerse Platform, Immerse Scenes can be managed, shared and added to Immerse Session, allowing them to be accessed by PCVR and browser participants.

All scenes available are listed in the Scenes tab. This includes My Scenes, which are scenes that have been uploaded personally by you and Shared Scenes which have been uploaded by other users in your organisation and shared.


Try out the Immerse Demo Scene!

Look in for "SDK Demo Scene". Add this to an Immerse Session and invite other participants.

Uploading a Scene

  1. Log into the Immerse Platform and go to the Scenes tab at .

  2. Click the [Upload scene] button. The Upload Scene window will appear.

  3. Enter a scene name. The Immerse Platform supports both VR and Web (browser) scenes; they can be uploaded in the following combinations:

    • VR only
    • Web only
    • VR and web
  4. Upload file(s) (VR files can only be in .zip format, Web files cab be .zip or .tar.gz.)

Note: The file size limit is 500 MB for Web and 1 GB for VR files.

  1. Upload Thumbnail (optional). Choose an image to represent the scene in the scene list. (.png or .jpg format supported).

  2. Share scene (optional). If checked, any person in your organisation will be able to add this scene to a space.

  3. Add custom messages (optional - see below)

  1. [Save] Scene

Trusted by DHL, GE, QinetiQ, ShellTrusted by DHL, GE, QinetiQ, Shell

The eye symbol signifies that the scene has been shared inside the user's organisation. The mail icon shows how many Custom Messages the scene contains.

Editing a Scene

After an Immerse Scene has been created, its VR and WebGL files can be updated by clicking on the scene's thumbnail and uploading new versions.

Custom Messages (advanced)

Custom Messages provide a way for objects, data and state to be synchronised across multiple users and persisted in an Immerse Session.


Before deploying an application to the Immerse Platform, contact its developer to determine whether Custom Messages have been used in its creation.

Custom Messages are defined directly in the Immerse SDK but must also be configured when an Immerse Scene is uploaded to the Immerse Platform.

Custom Messages defined in the Unity Editor, in the Immerse SDK

After uploading PCVR or WebGL content (which has been created with the Immerse SDK) Custom Messages will be automatically configured for the corresponding Immerse Scene; Quest-only applications will require some manual configuration.

Uploading a WebGL application built with the Immerse SDK, automatically prefills its two Custom Messages

How to manually configure Custom Messages


Take extra care when configuring Custom Messages

Any errors or typos could make the experience unstable, or even crash

When a Quest-only application (APK) has been built, a ‘dummy’ WebGL application should also be uploaded, to create the Immerse Scene.

At this point, Custom Messages should be configured for that Immerse Scene, with the following fields completed for each individual Custom Message. The example below defines an example 'XR Socket Service' message:





Broadcast back to self?

Persist in session?

XR Socket Service


Scene only




Click Configure to edit the Scene's Custom Messages, as shown here:

Custom Messages configured in an Immerse Scene

Once in the Scene Message Configuration window, Messages can be added, deleted and modified. When all messages have been added correctly, hit [BACK], then [SAVE]

Updated 3 months ago

Related pages


Immerse Scenes

Suggested Edits are limited on API Reference Pages

You can only suggest edits to Markdown body content, but not to the API spec.