From 6d8a2e538020cf5b1178f48f773d4cb80c237cbf Mon Sep 17 00:00:00 2001 From: AndrewTHEManeri Date: Sat, 30 Sep 2017 15:49:44 -0700 Subject: [PATCH] Updated links in readme --- README.md | 86 +++++++++++++++++++++++++++---------------------------- 1 file changed, 43 insertions(+), 43 deletions(-) diff --git a/README.md b/README.md index cc9bee4e2..747c11a02 100644 --- a/README.md +++ b/README.md @@ -1,43 +1,43 @@ -# EditorVR -Author VR in VR - Initial public release was on December 15, 2016 via [blogpost](https://blogs.unity3d.com/2016/12/15/editorvr-experimental-build-available-today/) - -## Experimental Status -It’s important to note that EditorVR is an experimental feature. As such, there is no formal support (e.g. FogBugz, support@unity3d.com, Premium Support, etc.) offered, so please do not use these channels. Instead, take your questions, suggestions, comments to our dedicated [forum](https://forum.unity3d.com/forums/editorvr.126/). - -To help ensure you have a good experience, and to help us answer your questions (hey, we’re a small team!), we encourage you to try it out first with a small VR-ready scene. Please use life-sized objects, nothing too big or small. Dive in and have fun just playing around, instead of trying to use your existing project. - -**As with any experimental/preview/alpha/beta build, it is always a good idea to make a backup of your project before using the build.** - -Experimental means this: -- We're still adding features! -- The current menus, tools, workspaces, actions, etc. are not the end-all-be-all. Each of these have individual designs that will change as we experiment with what works best for UX. EditorVR was designed in such a way that we plan on you being able to replace all of these defaults, too, if you so desire. -- Namespaces, classes, software architecture, prefabs, etc. can change at any point. If you are writing your own tools, then you might need to update them as these things change. -- There won’t always be an upgrade path from one release to the next, so you might need to fix things manually, which leads to the next point... -- Stuff can and will break (!) -- There’s **no guarantee** that this project will move out of experimental status within any specific timeframe. -- As such, there is no guarantee that this will remain an actively supported project. - -## Getting Started -If you've made it here, but aren't accustomed to using GitHub, cloning repositories, etc. and are simply looking to give EditorVR a spin, then take a look at the [Getting Started Guide](https://docs.google.com/document/d/1IFQve5gAOb1gQzIhhtEr3WLrctJhsoJxl6j07pg2DYA/edit). Once you're up and running we recommend you join the discussion on the [EditorVR forum](https://forum.unity3d.com/forums/editorvr.126/). - -## For Software Developers -If you're a developer, we recommend that you take a look at the [Getting Started Guide](https://docs.google.com/document/d/1IFQve5gAOb1gQzIhhtEr3WLrctJhsoJxl6j07pg2DYA) *and* the companion document [Extending EditorVR](https://docs.google.com/document/d/1EGi9hKXAujfBMI2spErojdqRc0giqEnOu0NpwgBxtpg). You'll need to clone the repository into an existing project using the instructions below. - -### Git Dependencies -- [git-lfs](https://git-lfs.github.com/) -- [git-submodule](https://git-scm.com/docs/git-submodule) - -### Cloning -1. Create a new Unity project or use an existing one -2. From the command line change directory to your project's `Assets` directory. -3. Run `git lfs clone --recursive -b development https://github.com/Unity-Technologies/EditorVR` **(Use HTTPS!)** - -### Updating -Because this project uses [git-submodule](https://git-scm.com/docs/git-submodule), you'll need to execute `git submodule update` after pulling whenever a submodule is updated. You could execute this command always just to be safe or if you notice that a submodule is showing as modified after pulling changes. - -Optionally, you could add a [git hook for post-checkout](https://ttboj.wordpress.com/2014/05/06/keeping-git-submodules-in-sync-with-your-branches/) or use a GUI (e.g. SourceTree) that does this automatically for you. - -### Project Settings -If you plan on making changes to EditorVR and/or contributing back, then you'll need to set the `Asset Serialization` property under Edit->Project Settings->Editor to `Force Text`. - -We're using `#if UNITY_EDITOR` for now in order to keep our code out of your player builds. We will eventually explore a possible overlap between EditorVR and player builds. We recommend you do the same for your tools if you plan to distribute them to others. +# EditorVR +Author VR in VR - Initial public release was on December 15, 2016 via [blogpost](https://blogs.unity3d.com/2016/12/15/editorvr-experimental-build-available-today/) + +## Experimental Status +It’s important to note that EditorVR is an experimental feature. As such, there is no formal support (e.g. FogBugz, support@unity3d.com, Premium Support, etc.) offered, so please do not use these channels. Instead, take your questions, suggestions, comments to our dedicated [forum](https://forum.unity3d.com/forums/editorvr.126/). + +To help ensure you have a good experience, and to help us answer your questions (hey, we’re a small team!), we encourage you to try it out first with a small VR-ready scene. Please use life-sized objects, nothing too big or small. Dive in and have fun just playing around, instead of trying to use your existing project. + +**As with any experimental/preview/alpha/beta build, it is always a good idea to make a backup of your project before using the build.** + +Experimental means this: +- We're still adding features! +- The current menus, tools, workspaces, actions, etc. are not the end-all-be-all. Each of these have individual designs that will change as we experiment with what works best for UX. EditorVR was designed in such a way that we plan on you being able to replace all of these defaults, too, if you so desire. +- Namespaces, classes, software architecture, prefabs, etc. can change at any point. If you are writing your own tools, then you might need to update them as these things change. +- There won’t always be an upgrade path from one release to the next, so you might need to fix things manually, which leads to the next point... +- Stuff can and will break (!) +- There’s **no guarantee** that this project will move out of experimental status within any specific timeframe. +- As such, there is no guarantee that this will remain an actively supported project. + +## Getting Started +If you've made it here, but aren't accustomed to using GitHub, cloning repositories, etc. and are simply looking to give EditorVR a spin, then take a look at the [Getting Started Guide](https://docs.google.com/document/d/13Md9Z5sXNy96qyivpLOakFU-CJ5Uhpm1bS-WJp2SkWE). Once you're up and running we recommend you join the discussion on the [EditorVR forum](https://forum.unity3d.com/forums/editorvr.126/). + +## For Software Developers +If you're a developer, we recommend that you take a look at the [Getting Started Guide](https://docs.google.com/document/d/13Md9Z5sXNy96qyivpLOakFU-CJ5Uhpm1bS-WJp2SkWE) *and* the companion document [Extending EditorVR](https://docs.google.com/document/d/1EGi9hKXAujfBMI2spErojdqRc0giqEnOu0NpwgBxtpg). You'll need to clone the repository into an existing project using the instructions below. + +### Git Dependencies +- [git-lfs](https://git-lfs.github.com/) +- [git-submodule](https://git-scm.com/docs/git-submodule) + +### Cloning +1. Create a new Unity project or use an existing one +2. From the command line change directory to your project's `Assets` directory. +3. Run `git lfs clone --recursive -b development https://github.com/Unity-Technologies/EditorVR` **(Use HTTPS!)** + +### Updating +Because this project uses [git-submodule](https://git-scm.com/docs/git-submodule), you'll need to execute `git submodule update` after pulling whenever a submodule is updated. You could execute this command always just to be safe or if you notice that a submodule is showing as modified after pulling changes. + +Optionally, you could add a [git hook for post-checkout](https://ttboj.wordpress.com/2014/05/06/keeping-git-submodules-in-sync-with-your-branches/) or use a GUI (e.g. SourceTree) that does this automatically for you. + +### Project Settings +If you plan on making changes to EditorVR and/or contributing back, then you'll need to set the `Asset Serialization` property under Edit->Project Settings->Editor to `Force Text`. + +We're using `#if UNITY_EDITOR` for now in order to keep our code out of your player builds. We will eventually explore a possible overlap between EditorVR and player builds. We recommend you do the same for your tools if you plan to distribute them to others.