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Editor XR roadmap? Where are we headed?

Discussion in 'EditorXR' started by OpaqueJannes, Oct 11, 2018.

  1. OpaqueJannes

    OpaqueJannes

    Joined:
    May 2, 2018
    Posts:
    1
    Hey all!

    I am wondering what the current plans are for the Editor XR.
    I just took a look at the Git repository and have seen that it has not been updated in quite a while.

    Are there any efforts for EditorXR to be compatible with custom rendering pipelines? Like the HDR pipeline?
    I am currently building some editor tools that support both "normal" edit mode and XR edit modes and wondering whether I should keep adding in support for the EditorXR.

    Anything helps!
    Thank you!

    Jannes
     
  2. Corysia

    Corysia

    Joined:
    Mar 14, 2018
    Posts:
    96
    I'd like to know, too. It looks very promising, but the project seems stalled. This feature is standard in Unreal. I'd like to see it a permanent part of Unity, too.
     
  3. timoni

    timoni

    Unity Technologies

    Joined:
    Mar 23, 2015
    Posts:
    9
    Hi! I'm the director of XR research and product lead on EXR. It's not stalled, but we are working on some new things that haven't been pushed live yet. We're very, very happy that you're interested in EXR.

    If you'd like to talk more about feature requests, what you're using EXR for, or bugs, please email me: timoni@unity3d.com.
     
    SatishGodaPearl, dozhwal and krougeau like this.
  4. allenwp

    allenwp

    Joined:
    Sep 4, 2013
    Posts:
    40
    Great to hear that this is under active development, but I would also like to hear if and when there are any timelines surrounding this. Specifically, I am interested in hearing if and when support for Unity 2018 or 2019 will be coming.

    Thanks!
    Allen
     
    SatishGodaPearl likes this.
  5. mountblanc

    mountblanc

    Joined:
    Sep 24, 2015
    Posts:
    75
  6. mountblanc

    mountblanc

    Joined:
    Sep 24, 2015
    Posts:
    75
    The links where not working for an hour or two but after that they are back. So i guess it was a github server related issue.
     
  7. Corysia

    Corysia

    Joined:
    Mar 14, 2018
    Posts:
    96
    Here we are in 2019 and I've got EditorXR 0.2.1 running on my new project! There are a couple of gotchas to get it working in 2019.1.5f1, which is what I'm using today.
    • Install EditorXR 0.2.1
    • Install XR Legacy Input Helpers 2.0.2 from the Package Manger
    • Create an Assets/Plugins folder if you don't have one already in your project and copy in UnityEngine.SpatialTracking from your projects Library/ScriptAssemblies folder.
    That's it. A big thanks to chmodseven for that last step, it had me stumped!
     
  8. Mr_Brooks_deleted

    Mr_Brooks_deleted

    Joined:
    Nov 10, 2018
    Posts:
    5
    @Corysia Thank you so much for posting this! Hopefully we will get a new version of EditorXR soon so we wont have to do that ^^^^ bit anymore.
     
  9. Nodrap

    Nodrap

    Joined:
    Nov 4, 2011
    Posts:
    59
    Yes, got it working with 2019.2.3 using Corysia's guide above. Had to just add the Oculus integration from the store to get it going. Lots of problems without the guide and nearly gave up on it. Don't forget to read the manual too as can be a bit unintuitive (Shoot the menu button on the controller with the OTHER controller!) Shame it uses the joystick press on the Oculus as this is a hard to press button whilst angling the stick.
     
  10. Corysia

    Corysia

    Joined:
    Mar 14, 2018
    Posts:
    96
    Really? I thought I saw a PR from them that said they no longer needed Oculus or SteamVR. Well, glad you got it working! =)
     
  11. amirebrahimi_unity

    amirebrahimi_unity

    Unity Technologies

    Joined:
    Aug 12, 2015
    Posts:
    339
    Yes, this is in the development branch on github, but has not made it to an official release yet, so unfortunately the last published release version still requires the plugins.
     
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