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# EditorVR
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Author VR in VR - Initial public release was on December 15, 2016 via [blogpost](https://blogs.unity3d.com/2016/12/15/editorvr-experimental-build-available-today/)
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## Experimental Status
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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](https://forum.unity3d.com/forums/editorvr.126/).
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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.
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**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.**
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Experimental means this:
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- We're still adding features!
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- 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.
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- 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.
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- 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...
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- Stuff can and will break (!)
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- There’s **no guarantee** that this project will move out of experimental status within any specific timeframe.
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- As such, there is no guarantee that this will remain an actively supported project.
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## Getting Started
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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](https://docs.google.com/document/d/1IFQve5gAOb1gQzIhhtEr3WLrctJhsoJxl6j07pg2DYA/edit). Once you're up and running we recommend you join the discussion on the [EditorVR forum](https://forum.unity3d.com/forums/editorvr.126/).
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## For Software Developers
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If you're a developer, we recommend that you take a look at the [Getting Started Guide](https://docs.google.com/document/d/1IFQve5gAOb1gQzIhhtEr3WLrctJhsoJxl6j07pg2DYA) *and* the companion document [Extending EditorVR](https://docs.google.com/document/d/1EGi9hKXAujfBMI2spErojdqRc0giqEnOu0NpwgBxtpg). You'll need to clone the repository into an existing project using the instructions below.
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### Git Dependencies
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- [git-lfs](https://git-lfs.github.com/)
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- [git-submodule](https://git-scm.com/docs/git-submodule)
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### Cloning
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1. Create a new Unity project or use an existing one
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2. From the command line change directory to your project's `Assets` directory.
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3. Run `git lfs clone --recursive -b development https://github.com/Unity-Technologies/EditorVR` **(Use HTTPS!)**
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### Updating
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Because this project uses [git-submodule](https://git-scm.com/docs/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.
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Optionally, you could add a [git hook for post-checkout](https://ttboj.wordpress.com/2014/05/06/keeping-git-submodules-in-sync-with-your-branches/) or use a GUI (e.g. SourceTree) that does this automatically for you.
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### Project Settings
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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`.
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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.
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# EditorVR
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Author VR in VR - Initial public release was on December 15, 2016 via [blogpost](https://blogs.unity3d.com/2016/12/15/editorvr-experimental-build-available-today/)
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## Experimental Status
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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](https://forum.unity3d.com/forums/editorvr.126/).
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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.
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**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.**
10+
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Experimental means this:
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- We're still adding features!
13+
- 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.
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- 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.
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- 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...
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- Stuff can and will break (!)
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- There’s **no guarantee** that this project will move out of experimental status within any specific timeframe.
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- As such, there is no guarantee that this will remain an actively supported project.
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## Getting Started
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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](https://docs.google.com/document/d/13Md9Z5sXNy96qyivpLOakFU-CJ5Uhpm1bS-WJp2SkWE). Once you're up and running we recommend you join the discussion on the [EditorVR forum](https://forum.unity3d.com/forums/editorvr.126/).
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## For Software Developers
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If you're a developer, we recommend that you take a look at the [Getting Started Guide](https://docs.google.com/document/d/13Md9Z5sXNy96qyivpLOakFU-CJ5Uhpm1bS-WJp2SkWE) *and* the companion document [Extending EditorVR](https://docs.google.com/document/d/1EGi9hKXAujfBMI2spErojdqRc0giqEnOu0NpwgBxtpg). You'll need to clone the repository into an existing project using the instructions below.
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### Git Dependencies
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- [git-lfs](https://git-lfs.github.com/)
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- [git-submodule](https://git-scm.com/docs/git-submodule)
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### Cloning
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1. Create a new Unity project or use an existing one
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2. From the command line change directory to your project's `Assets` directory.
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3. Run `git lfs clone --recursive -b development https://github.com/Unity-Technologies/EditorVR` **(Use HTTPS!)**
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35+
### Updating
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Because this project uses [git-submodule](https://git-scm.com/docs/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.
37+
38+
Optionally, you could add a [git hook for post-checkout](https://ttboj.wordpress.com/2014/05/06/keeping-git-submodules-in-sync-with-your-branches/) or use a GUI (e.g. SourceTree) that does this automatically for you.
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### Project Settings
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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`.
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43+
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.

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