Author VR in VR - See blog post for supporting downloads:
Latest commit 689bafe Jan 25, 2017 @amirebrahimi amirebrahimi committed on GitHub Added additional clarification
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Action Maps Rename Menu action map to ShowMenu; Return result from LockRay/UnlockRay Aug 30, 2016
Editor Fix placement and wording of comments Sep 12, 2016
Manipulators Use a ternary instead of if statement to avoid null-coalescing issue Sep 20, 2016
Models Move shader into the correct folder Sep 22, 2016
Prefabs Refactor preview logic to use IPositionPreview; Add previewOrigins to… Sep 12, 2016
Scripts Merge dev into this Sep 23, 2016
Shaders Move shader into the correct folder Sep 22, 2016
Tools Rename miniWorldHasObject to miniWorldRayHasObject; Adjust comment wo… Sep 23, 2016
Workspaces Fix formatting mistakes; Add summary comments for public interfaces a… Sep 21, 2016
libs First pass at cleanup Aug 4, 2016
.gitattributes Add EditorVR window Apr 13, 2016
.hgsub Add input-prototype subrepo Jun 7, 2016
.hgsubstate-history Change mapping of SteamVR Touchpad button from Action1 to LeftStickBu… Aug 31, 2016
Action Maps.meta Create SixenseProxy class Jun 13, 2016
Editor.meta Refactor BaseHandle's events; Add HandleFlags; Fix naming to match co… Aug 29, 2016
LICENSE Update copyright year Jan 17, 2017
Manipulators.meta Add comment on AssetGridItem.Magnetize; Rename listClipFrag to listCl… Sep 16, 2016
Models.meta Create SixenseProxy class Jun 13, 2016
Prefabs.meta Create SixenseProxy class Jun 13, 2016 Added additional clarification Jan 25, 2017
Scripts.meta Create SixenseProxy class Jun 13, 2016
Shaders.meta Add new EVR menu shaders (additional UI elements will likely use thes… Aug 10, 2016
Tools.meta Reorganize tool folder to be separate from rest of system Jun 30, 2016
Workspaces.meta Refactor Chesboard/ChessboardRenderer to MiniWorld/MiniWorldRenderer Aug 8, 2016
libs.meta Add ray to proxy hands using VRLineRenderer, add VR.Proxies.Node enum Jun 18, 2016


Author VR in VR - Initial public release was on December 15, 2016 via blogpost

Experimental Status

It’s important to note that EditorVR is an experimental feature. As such, there is no formal support (e.g. FogBugz,, Premium Support, etc.) offered, so please do not use these channels. Instead, take your questions, suggestions, comments to our dedicated forum.

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. Once you're up and running we recommend you join the discussion on the EditorVR forum.

For Software Developers

If you're a developer, we recommend that you take a look at the Getting Started Guide and the companion document Extending EditorVR. You'll need to clone the repository into an existing project using the instructions below.

Git Dependencies


  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


Because this project uses 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 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