I made (for free, source included: not spam, only a contribute to this community) this assets some time ago (youtube preview). It allow using Unity Editor 'out-of-the-box' in VR. It have some biggest issue that only Unity Team can resolve: - Only work in Play Mode (because headset it's off if not in Play Mode) - Stop working when interact with not-OpenGL-Unity-UI widgets (like context-menu). I described the bug here. Of course Unity Team don't focus on this kind of issue, it's normal and expected, i'm nobody. So, i was hopeful about the announcement of this EditorVR. As first impression, i have some perplexity about some feature, but maybe i will open specific topics in future. My perplexity is about the general approach. I understand it's Edit only (and probably never integrated in Play Mode). If true, it's a great limitation imho. I understand it's more focused about an UI for VR for stuffs like moving/resizing object, navigation in the scene etc. So, it look like an attempt to re-write from scratch all the most used feature of normal Unity UI to adapt it to VR. I can understand why: usability. But at the same time, it is not realistically possible to reproduce all the features of Unity UI. For example the properties inspector. It's difficult to expect that developers write custom inspector also for EditorVR. It is uncomfortable to remove the headset for tuning for example some properties in TimeManager (in general, any kind of feature not yet supported by EditorVR). So, i still hope that Unity Editor can support the render and interaction of the opengl/widgets/menu of Unity 'normal' UI on textures. Some kind of "RenderEditorWindowOnTexture". Any "How i can ... in EditorVR" not yet supported can be answered with a "you can open traditional UI within EditorVR", and not with a "sorry, it's planned but not yet ready, remove your headset and do it". My two cents. Thanks for reading.