Unity Scene Components

Detailed Information on Unity Scene components of MAXST VPS

Scene Components

The Unity Scene Hierarchy for MAXSTVPS is as follows.

  • ARCamera GameObject : Process tracking camera images and positioning

  • VPSStudio GameObject : Manage VPS Map data

  • RootTrackable GameObject : Root Object of rendered 3D objects on VPS Map

    • (Rendering 3D Objects must be placed under Root Objects)

  • SceneManager GameObject : Control MAXSTVPS actions

ARCamera GameObject

ARCamera reflects 6Degree of Freedom (Position/Rotation) of the camera on user's device

CameraBackground GameObject

CameraBackground display images extracted from hardware camera

VPSStudio GameObject

VPSStudio manages VPS Map data

VPSStudio Controller menu is as follows:

  • Using VPS Map combo box, check the VPS Map list under VPSData Folder and select the desired location

  • Using VPS Map combo box, check the simulation data list under VPSData/VPSSimulationData/your_vps_map and select the desired simulation data

  • The mesh information & reference camera of the selected location will be loaded when you press Load VPS Map button

  • The mesh information and reference camera will be deleted when you press clear button

Reference Camara Controller will find the optimized perspective for 3D object placement

Navigation Controller will offer navigation function within the selected location

  • Position Distance indicates the interval between rendering arrow objects in alignment to navigation path. The unit is in meters.

  • Arrow prefab is 3D arrow objects in the navigation path.

  • Root Trackable is Root GameObject to render 3D Object on the navigation path based on tracking position

Scene Manager

SceneManager manages VPS controls

  • Disable Objects are GameObjects that needs to be disabled from the perspective of Unity Play. (VPSStudio Game Object includes camera eye, thus needs to be disabled).

  • Root Trackable is GameObject that includes all tracking contents

  • Occlusion Objects are Mesh that needs to add occlusion from the perspective of Unity Play. If there are additional mesh that needs occlusion culling, you can simply add the following element.

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