Unity-Technologies / EditorXR

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Minimal context #500

Closed amirebrahimi closed 5 years ago

amirebrahimi commented 5 years ago

This is branched off of the TMP upgrade, so those changes will need to land first.

Anyhow, this PR adds a new Minimal context, which strips out the default main menu, radial menu, and all workspaces expect the project workspace.

Additionally, there is a new feature of auto-opening EXR when the headset is on a person's head. This can be turned off in the Edit->Preferences->EditorXR.

dunity commented 5 years ago

I pushed a commit fixing the minor formatting changes

amirebrahimi commented 5 years ago

@dunity - you requested changes to this, but then I think provided them, so you'll need to resolve those unless I've missed something that you still want me to change.

@mtschoen-unity - I've updated the branch and fixed the conflicts from latest development, so this should be good to go now.

dunity commented 5 years ago

I pushed another two small commits, removing an unused using, and correcting a variable name. In doing so I pushed one commit before pulling (my fetch looked up to date :-/ ). Anyhow, the diff against @Amir's merge in of Development only show those two changes I mentioned, with no other differences.,

mtschoen-unity commented 5 years ago

@amirebrahimi thanks for the update. To be honest, I haven't had a chance to look at this yet. Do you think this should go in before we merge #486?

amirebrahimi commented 5 years ago

@amirebrahimi thanks for the update. To be honest, I haven't had a chance to look at this yet. Do you think this should go in before we merge #486?

Looks like you already merged #486 to dev, which is why I updated this branch

mtschoen-unity commented 5 years ago

In testing this, I ran into some issues with changing contexts while EXR is running. The rays render to a large quad, and the cones are not visible. It seems that we've always supported switching contexts at runtime, but never had more than one context to test the swap. For now, I'm going to comment out the code which adds the context switcher UI to the VR view. For now, you will have to switch context by changing the default context asset reference on the EditingContextManager.DefaultContext asset reference on the EditingContextManager script importer, or setting the field on that script in a scene for play mode.

I also encountered the following issues:

I've fixed the issues that I consider to be holding up this PR.