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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
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    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:
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    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.
     
    Deleted User, dozhwal and krougeau like this.
  4. allenwp

    allenwp

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    Sep 4, 2013
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    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
     
    Deleted User likes this.
  5. mountblanc

    mountblanc

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    Sep 24, 2015
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  6. mountblanc

    mountblanc

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    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

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    Mar 14, 2018
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    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

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    Nov 10, 2018
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    @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

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    Nov 4, 2011
    Posts:
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    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

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    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

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    Aug 12, 2015
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    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.
     
  12. secret_portal_mike

    secret_portal_mike

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    Jul 11, 2018
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    Hi I'm interested in building a level editor for my VR game IN VR. Since this thread hasnt had an update in awhile, I'm nervous about adopting Editor XR. Is it still working with newer versions of Unity (I'm in 2019.4 right now). Another option I am considering is doing my editor work in Play Mode, and then saving data I want to keep into a Scriptable Object (which will make the appropriate game objects when exitting play mode). Is that a better approach, or is EditorXR expected to be supported going forward? thanks!!
     
    mountblanc likes this.
  13. mountblanc

    mountblanc

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    It seems the HOT part of VR has past at least for Unity. Like many Unity experimental products before it its probably down memory lane. I tried to keep exited myself but it had so many bugs and was incomplete. Also tried ProBuilder VR what had great potentional but after Unity aquired it development stopped
    and i was exited about the oculus course that was broken one week from coming out due to an breaking API update with no support. I see they have however updated the course so perhaps ill give it an other try in the future. I do very much i am wrong.
    Great do that your working on an VR game!
     
  14. amirebrahimi_unity

    amirebrahimi_unity

    Unity Technologies

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    No official news to announce, unfortunately, but VR is certainly still hot for us.

    @secret_portal_mike - If you need to tweak run-time aspects of your data, then using EditorXR in play mode and a ScriptableObject or something from the asset store to save back play settings sounds like the way to go.
     
    mountblanc likes this.
  15. Hotshot10101

    Hotshot10101

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    Jun 23, 2012
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    Is EditorXR still being actively worked on?
     
  16. amirebrahimi_unity

    amirebrahimi_unity

    Unity Technologies

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    No, but XR authoring tools are still actively being worked on, which incorporate many of the learnings from EditorXR.
     
  17. Corysia

    Corysia

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    Sad news. :( I enjoyed playing around with it and was hoping to see it become a LTS package.
     
  18. th3flyboy

    th3flyboy

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    Will the new authoring tools be in any way comparable?
     
  19. amirebrahimi_unity

    amirebrahimi_unity

    Unity Technologies

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    Yes, much of the architecture is similar and tools migrated over (i.e. it isn't a complete reboot)
     
  20. andybak

    andybak

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    You really need to work on your messaging - considering how common accusations are that Unity now has an almost google-esque attention span. ;-)

    You could have phrased the whole thing as "we're working on the next iteration of EditorXR" - instead you said "we've stopped working on it" and then followed up with "but we're working on a new thing instead that's based on it". The difference is fairly minor but the second version makes the situation sound much worse.
     
    Alakelele likes this.
  21. th3flyboy

    th3flyboy

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    Agreed.
     
    Alakelele likes this.
  22. Icytower387

    Icytower387

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    Apr 19, 2021
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    any news on editorXR? neosVR has more functionality than this, and is even more performant, the opportunity was huge here, it feels like the ball has been dropped, it's said there's other "authoring tools" that use some of the concepts of EditorXR? where are those then? did the higher ups just decide this wasn't worth it, it seems like "legacy" software at this point.
     
  23. Alakelele

    Alakelele

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    Harsh reality
     
  24. GroovyGregory

    GroovyGregory

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    @amirebrahimi_unity:

    I cannot find anything about the new XR authoring tools anywhere. Do you already have a roadmap for when they will be released? Will they still be "open source" (Unity Companion License) / free or have license model similar to MARS?
     
  25. amirebrahimi_unity

    amirebrahimi_unity

    Unity Technologies

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    There isn't any information that has been made public yet. I am not on that team, so I can't comment for them. I don't know what license will be used.
     
  26. Alakelele

    Alakelele

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    Same here, the previous project was pulled, that's a low move
     
  27. Alakelele

    Alakelele

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    Thank you for your answer, could you go and ask them please ? Lots of your customer would like to build in VR
     
  28. Alakelele

    Alakelele

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    Apr 5, 2018
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    Hello all, I will be emailing this person from Unity, I will let you know if I hear back