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add a code editor feature #574
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Hi! As to whether this project is still alive, the short answer is yes. The longer answer is that development efforts were shifted to other XR projects which slowed down updates to this one. However we do intend to update EditorXR (and have started already) |
Thanks for the explanations!
Idk exactly, but I would say you don't want to release your controllers to start typing on your keyboard (and definitely keyboard still the best thing to type on) and then grab them back so maybe you don't need controllers at all)
Yeah, the resolution is still poor, though we can think of it this way: was it better on very old screens in the very beginning? Yet people were typing on them)) Thanks again, I need to explore more about topics what you mentioned) |
Ok, the idea will be to navigate to an object with the VR controllers, then press some button and window with the object's source code will pop up. At this moment you leave your controllers and start blind typing with the keyboard. When you're done, you press some button, the window disappears, reloading (if needed), then you grab your controllers back, check the behavior and navigate to another object. Should be something similar to https://youtu.be/SKPYx4CEIlM?t=182. Ok, I'm going to explore more in this direction to understand how useful it might be and then will try to make some implementation. |
Something to keep in mind is that the Editor locks up a few times when compiling your scripts, which would also lock up VR rendering. Now that we have out-of-process VR compositors that can "fade to grey" when this happens, the experience isn't quite so nausea-inducing, but you would not be able to use EditorXR while the Editor is compiling. Unfortunately, this kind of prevents us from implementing the use case you shared. However, such a workflow would be reasonably easy with an inspector and game scripts that can update on the fly, and are set to run in Edit mode. |
Thanks for the feedback!
Yeah, I thought about this.. I think I'm gonna try one person editing scripts and another person watching in VR to see how bad it might be))
Not sure how it works and what the difference between these scripts (regular vs inspector) (sorry for this newbie question. I've just started exploring the area so it might be obvious to me very soon) |
My bad on the wording there. What I'm trying to suggest is that you have a script which uses [ExecuteInEditMode] or where you somehow set So for the example you showed, you might have a |
Thanks for the advice! We will definitely try this out) |
Came here to request this feature! Ideas: Script Inspector (asset) has come very far in creating an inspector based code editor with all the syntax highlighting and iltellisense goodies. Seems it's easier for you guys to show a Unity editor window in EditorXR than mirror an external window like VScode. I too would be typing on a physical keyboard for sure. For non touch typers a camera feed view of the keyboard could be a nice touch. For the compilation hang, I wouldn't mind a fade transition but I can see this is where a potential Bolt editor window would shine. |
Hi! @haywirephoenix We (me and another person ;) ) haven't started the implementation yet (We were exploring Unity, took some courses, made some simple games...). But we're going to do it soon, I hope) (at least we'll try and give a feedback). @haywirephoenix ping me if you start doing something, we'd be happy to participate somehow) |
Hi! I'm wondering if it would be useful to add a code editor experience inside of the VR so you don't have to take off the helmet again and again?
@mtschoen @amirebrahimi
Sorry for bothering you guys I'm just trying to understand... is it still alive? (the project) because the last commit was made last autumn and I'm looking for ways to contribute. I have some more ideas, but little experience with Unity though good experience in programming in general. Anyway, don't want to deal with unfamiliar project alone)
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