It was possible to do multi-tasking like this across apps with virtual desktop and Bigscreen, but Oculus Dash makes it much more seamless than before. I can now access a web browser or my Visual Studio project codebase as an overlay WITHOUT LEAVING Unity EditorXR. It's friggin' sweet! But... It's a little cumbersome out of the box. I hope the UnityXR team will look closely at the multi-tasking workflows between EditorXR, Oculus Dash, and other third party apps we commonly use in conjunction w/ Unity (Viz Studio/Maya/web browser/etc.). I know this stuff is all fresh off the presses, so there's no way to have planned for it beforehand. That said, in-headset multi-tasking is finally here and the community has been craving it for a while so please, please, please place a high priority on getting it to operate smoothly in Unity. The biggest challenge right now is that EditorXR takes over mouse control in Unity. This would be okay if I could do everything I need to do in Unity via EditorXR, but we're not there yet. Before, I would simply have no other choice but to turn off EditorXR and take off the headset. Dash exists now to eliminate the need for that, but if I fire up Dash in order to access the 2D Unity Editor, there are many Inspector features that do not respond to mouse click unless I turn off EditorXR. This seems like it would probably be a quick fix. This fix alone would unlock a vast majority of Unity's features and help us stay in headset almost all of the time. Those of us who dev VR/AR full-time are hungry for this.