I think can be interesting to understand if Unity devs have something planned for his editor, or leave the developing of this kind of tools to Asset developers.
I try to implement an interface (prototype here) but:
it’s currently impossible to do subview (floating only the inspector panel for example, like the demo above).
Can be resolved if Unity expose some “Editor Window/Panel render to texture”.
There are a big issue in Editor that stop VR playback. I open a topic here and send a fozbugz .
I understand the above issue it’s ignored by Unity devs because it’s too specialist user-case, but in mean-time i still think that Unity Editor need a VR interface like the Unreal, and it’s useless to do other kind of interface experiments until the above issue it’s resolved.
I am writing my master thesis about World Creation in VR, and my Tutor kinda forced me to use Unreal because of this feature. I was watching a live session just a couple of days ago and I think they are right when they say that using VR is the best way to handle scenes that will be used in VR. I hope Unity devs will push in this direction more and more, both as a programmer and as a player
Absolutely. Colors, scale perception, even many post-processing effect are playback differently in headset vs monitor.
I think most of the Unreal VR editor features can be easy to implement (pointer, realtime scaling etc) in an asset, but currently even click an enum property in inspector cause the stop of VR playback until a choice is made (because enum are implemented with windows context-menu). This is an issue that only Unity devs can resolve.
Thanks for sharing.
Two things i look interesting:
At end Timoni West show some Editor window panel in VR. I think this is done by rendering editor UI on texture. I’m waiting to understand how they capture and interact with context-menu, because are not drawed by editor (the reason about why context menu are the only things with white background on Unity PRO).
It’s the “Scene view” rendered in VR, without PlayMode, or is the “Game view”? This is important. In my use-cases, for example i spend time to understand how different post-processing image effects feel in VR.