fproch / EditorVR

Author VR in VR - See blog post for supporting downloads:

Home Page:https://blogs.unity3d.com/2016/12/15/editorvr-experimental-build-available-today/

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EditorVR

Author VR in VR - Initial public release was on December 15, 2016 via blogpost

Experimental Status

It’s important to note that EditorVR is an experimental feature. As such, there is no formal support (e.g. FogBugz, support@unity3d.com, Premium Support, etc.) offered, so please do not use these channels. Instead, take your questions, suggestions, comments to our dedicated forum.

To help ensure you have a good experience, and to help us answer your questions (hey, we’re a small team!), we encourage you to try it out first with a small VR-ready scene. Please use life-sized objects, nothing too big or small. Dive in and have fun just playing around, instead of trying to use your existing project.

As with any experimental/preview/alpha/beta build, it is always a good idea to make a backup of your project before using the build.

Experimental means this:

  • We're still adding features!
  • The current menus, tools, workspaces, actions, etc. are not the end-all-be-all. Each of these have individual designs that will change as we experiment with what works best for UX. EditorVR was designed in such a way that we plan on you being able to replace all of these defaults, too, if you so desire.
  • Namespaces, classes, software architecture, prefabs, etc. can change at any point. If you are writing your own tools, then you might need to update them as these things change.
  • There won’t always be an upgrade path from one release to the next, so you might need to fix things manually, which leads to the next point...
  • Stuff can and will break (!)
  • There’s no guarantee that this project will move out of experimental status within any specific timeframe.
  • As such, there is no guarantee that this will remain an actively supported project.

Getting Started

If you've made it here, but aren't accustomed to using GitHub, cloning repositories, etc. and are simply looking to give EditorVR a spin, then take a look at the Getting Started Guide. Once you're up and running we recommend you join the discussion on the EditorVR forum.

For Software Developers

If you're a developer, we recommend that you take a look at the Getting Started Guide and the companion document Extending EditorVR. You'll need to clone the repository into an existing project using the instructions below.

Git Dependencies

Project Asset Dependencies

Cloning

  1. Create a new Unity project or use an existing one
  2. From the command line change directory to your project's Assets directory.
  3. Run git lfs clone --recursive -b development https://github.com/Unity-Technologies/EditorVR (Use HTTPS!)

Updating

Because this project uses git-submodule, you'll need to execute git submodule update after pulling whenever a submodule is updated. You could execute this command always just to be safe or if you notice that a submodule is showing as modified after pulling changes.

Optionally, you could add a git hook for post-checkout or use a GUI (e.g. SourceTree) that does this automatically for you.

Project Settings

If you plan on making changes to EditorVR and/or contributing back, then you'll need to set the Asset Serialization property under Edit->Project Settings->Editor to Force Text.

We're using #if UNITY_EDITOR for now in order to keep our code out of your player builds. We will eventually explore a possible overlap between EditorVR and player builds. We recommend you do the same for your tools if you plan to distribute them to others.

About

Author VR in VR - See blog post for supporting downloads:

https://blogs.unity3d.com/2016/12/15/editorvr-experimental-build-available-today/

License:Other


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