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document Unity XR testing (fixes issue #155) #297

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merged 1 commit into from Jun 26, 2018

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cvan
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@cvan cvan commented Jun 5, 2018

(PNGs are compressed)

@cvan cvan added this to the v1.4.0 milestone Jun 5, 2018
@cvan cvan self-assigned this Jun 5, 2018
@cvan cvan requested review from delapuente and caseyyee June 5, 2018 02:02
![Animation of Unity's XR Settings](https://raw.githubusercontent.com/cvan/unity-webvr-export/docs-xr-testing/docs/images/unity-xr-settings.gif "Animation of Unity's XR Settings")

1. Select the **`File > Build Settings…`** menu option from the top-level Unity application menu.
2. When the pop-up window appears, select the **`PC, Mac & Linux Standalone`** option in the **`Platform`** list, and click the **`Switch Platform`** button.
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I just realised you don't have to actually click the Switch Platform button. you have to only highlight the PC, Mac & Linux Standalone option in order for the Inspector > XR Settings pane to show up. 👍

will remove the screenshot, regenerate the GIF, update this instruction (2), and remove the last instruction (8). that simplifies things a bit. sweet! 👍

@cvan cvan force-pushed the docs-xr-testing branch 5 times, most recently from 50fd474 to d7f2777 Compare June 12, 2018 18:02
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cvan commented Jun 12, 2018

@caseyyee this is updated - can you take another review? you can view the rendered Markdown doc here.

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LGTM although, looking at the pictures I can see most of the interactions concentrate on the bottom-right corner but they are so big that you can get lost trying to identify what's happening.

Would it be possible to add some visual clues, like some arrows pointing to the relevant widgets, or a special highlight on the region which is more important, or a shade effect on the parts that are less important?

- **`OpenVR`** (i.e., for the HTC Vive and Windows Mixed Reality headsets)
- **`Oculus`** (i.e., for the Oculus Rift and, soon, Oculus Go headsets)

The VR devices are sorted in the order in which Unity tries to enable VR devices at runtime or during VR preview.
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Could you add a reminder about "double checking the platform is still WebGL" ?

caseyyee
caseyyee previously approved these changes Jun 19, 2018
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I think this looks good. I also second @delapuente's comment on making the screens clearer. Could probably just do partial screens of the menu's with pointers to the relevant bits. Can address this later though i feel. This is a good start!

@@ -0,0 +1,30 @@
# Testing your Unity project in Virtual Reality
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Maybe being a bit more specific will be good here? Something like:
"Enable Unity XR support for faster testing within Unity editor"

@cvan cvan force-pushed the docs-xr-testing branch 3 times, most recently from 7a3f25e to 7ef8ebd Compare June 20, 2018 21:32
caseyyee
caseyyee previously approved these changes Jun 21, 2018
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Looks good!

@cvan cvan force-pushed the docs-xr-testing branch 7 times, most recently from b3ae4f3 to 07a575a Compare June 25, 2018 22:03
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cvan commented Jun 25, 2018

I've updated the screenshots and GIF. see the output of the latest version here.

thanks for the great feedback, @delapuente and @caseyyee!

@cvan cvan merged commit 4da7c7b into MozillaReality:master Jun 26, 2018
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3 participants