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XRTK - First time install #173

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SimonDarksideJ opened this issue May 9, 2019 · 10 comments
Closed

XRTK - First time install #173

SimonDarksideJ opened this issue May 9, 2019 · 10 comments
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@SimonDarksideJ
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XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

When first installing the XRTK via the UPM package manager, everything is installed by default. This creates a bit of a jarring experience with multiple installs running over and over.

To Reproduce

Steps to reproduce the behaviour:

  1. Add XRTK to the manifest.json
  2. Return to Unity

Expected behaviour

XRTK should be installed and it should then be possible to add more platforms as desired.

Actual behaviour

Everything is on, cannot easily through the Confg profile remove platforms and forced to use the UPM manager to remove afterwards.
Unity project is unusable for a few minutes while the packages are imported.

Your Setup (please complete the following information)

  • Unity Version 2019.1.0f2
  • XRTK Version 0.1.10

Target Platform (please complete the following information)

New project, user might not be sure which to start with.

@SimonDarksideJ SimonDarksideJ added the Bug Something isn't working label May 9, 2019
@StephenHodgson
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Not sure this is a bug as it's the intended behavior to install the default packages.

Could it be faster? Yes. I wonder if moving to npm will make that faster.

@SimonDarksideJ
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My view after playing with it some more with my "New user" hat on (and judging from the feedback I've heard from MR dev days).
People want to start small and then add more platforms on. So having just the Core, maybe the SDK as on by default is enough. Then users can add WMR / Lumin / etc later once they are ready (or are targetting those platforms)

ALL ON by default just slows down the new project experience.

@StephenHodgson
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I understand, but maybe we can do like Unity and pull in the package specifically for that build target?

@SimonDarksideJ
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Possibly, however only UWP is separate atm.
Maybe put it to a poll on the XRTK Public chat?

@SimonDarksideJ
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Survey seemed to indicate developers would like an Opt-In model. Thoughts @StephenHodgson on how to achieve this?
Would only affect UPM setup, not Clone / Submodules

@StephenHodgson
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Should be easy enough to do by updating the default package profile

@SimonDarksideJ
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An ancillary bug to look at in relation to packages @StephenHodgson , seems you can't uninstall the packages and have them stay uninstalled :S
SO when you remove the package using the "Mixed Reality -> Packages" screen, they are re-installed when you open Unity again :D

@StephenHodgson
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That was part of the serialization bug with the package profile I mentioned earlier. I should probably log that bug.

@StephenHodgson StephenHodgson self-assigned this Jun 8, 2019
@SimonDarksideJ
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Suggestion / request from MRDevDays @StephenHodgson , is to only import the Core, then pop up a prompt to let the user select any additional packages to import.

So update the default packages asset to only have Core + git. Then once imported, popup the package window to import more.

@StephenHodgson StephenHodgson added this to the Version 1.0.0 milestone Jul 19, 2019
@StephenHodgson
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All the stuff to make this happen is there, we just need to have the window show itself using the [InitializeOnLoad] attribute to the inspector script.

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