|
1 | | -# EditorVR |
2 | | -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/) |
3 | | - |
4 | | -## Experimental Status |
5 | | -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/). |
6 | | - |
7 | | -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. |
8 | | - |
9 | | -**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 | | - |
11 | | -Experimental means this: |
12 | | -- 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. |
14 | | -- 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. |
15 | | -- 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... |
16 | | -- Stuff can and will break (!) |
17 | | -- There’s **no guarantee** that this project will move out of experimental status within any specific timeframe. |
18 | | -- As such, there is no guarantee that this will remain an actively supported project. |
19 | | - |
20 | | -## Getting Started |
21 | | -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/). |
22 | | - |
23 | | -## For Software Developers |
24 | | -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. |
25 | | - |
26 | | -### Git Dependencies |
27 | | -- [git-lfs](https://git-lfs.github.com/) |
28 | | -- [git-submodule](https://git-scm.com/docs/git-submodule) |
29 | | - |
30 | | -### Cloning |
31 | | -1. Create a new Unity project or use an existing one |
32 | | -2. From the command line change directory to your project's `Assets` directory. |
33 | | -3. Run `git lfs clone --recursive -b development https://github.com/Unity-Technologies/EditorVR` **(Use HTTPS!)** |
34 | | - |
35 | | -### Updating |
36 | | -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. |
39 | | - |
40 | | -### Project Settings |
41 | | -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`. |
42 | | - |
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. |
| 1 | +# EditorVR |
| 2 | +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/) |
| 3 | + |
| 4 | +## Experimental Status |
| 5 | +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/). |
| 6 | + |
| 7 | +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. |
| 8 | + |
| 9 | +**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 | + |
| 11 | +Experimental means this: |
| 12 | +- 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. |
| 14 | +- 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. |
| 15 | +- 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... |
| 16 | +- Stuff can and will break (!) |
| 17 | +- There’s **no guarantee** that this project will move out of experimental status within any specific timeframe. |
| 18 | +- As such, there is no guarantee that this will remain an actively supported project. |
| 19 | + |
| 20 | +## Getting Started |
| 21 | +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/). |
| 22 | + |
| 23 | +## For Software Developers |
| 24 | +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. |
| 25 | + |
| 26 | +### Git Dependencies |
| 27 | +- [git-lfs](https://git-lfs.github.com/) |
| 28 | +- [git-submodule](https://git-scm.com/docs/git-submodule) |
| 29 | + |
| 30 | +### Cloning |
| 31 | +1. Create a new Unity project or use an existing one |
| 32 | +2. From the command line change directory to your project's `Assets` directory. |
| 33 | +3. Run `git lfs clone --recursive -b development https://github.com/Unity-Technologies/EditorVR` **(Use HTTPS!)** |
| 34 | + |
| 35 | +### Updating |
| 36 | +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. |
| 39 | + |
| 40 | +### Project Settings |
| 41 | +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`. |
| 42 | + |
| 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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