Unity released an experimental EditorVR build, and the immediate question was not whether it would change the future. It was much simpler: how do I get this running with Oculus Touch?
Why I made this
EditorVR was new, experimental, and spread across a special Unity build, an EditorVR asset package, Oculus Utilities, early documentation, and hardware-specific controls.
Developers interested in the release could understand the announcement and still fail before reaching the experience. The gap was installation order, compatible pieces, and a visible first success.
What I did
I began from scratch and treated the working VR editor as the endpoint. The video moves through the required downloads and project setup, then reaches the point where the developer can use Oculus Touch inside EditorVR.
I also collected the announcement, install files, Oculus Utilities, documentation, forum, and control map in the description. That gave viewers both the guided path and the source material needed to continue on their own.
A note on the archive
This tutorial documents an experimental Unity 5 EditorVR release from December 2016. The special build, package links, Oculus integration, and EditorVR project all belong to that period and should not be treated as a current Unity XR setup.
I published it the day after the release because people were trying the same setup at the same time. The useful thing I could offer was a clean route to the first working session while the tool was still new.