From 488cf9330880a7930467bab46a9b2ce255561b96 Mon Sep 17 00:00:00 2001 From: Abhishek Tripathi <32286016+atripathi-mb@users.noreply.github.com> Date: Wed, 22 Aug 2018 01:21:37 -0600 Subject: [PATCH] Release/v1.4.5 (#974) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit * master merge (#907) * add class to open settings for app on Android * update AutoSyncScene * fix AutoSyncScene and WorldAlignmentKit prefab * increase desired accuracy * increase desired accuracy * hopefully getting there * Prefab block for configuration window * update worldalignmentprefab * Merge explorer and interactive styled map examples. * images updated * layout, changelog link * Update WorldAlignmentKit prefab + fix reload script to use "update" function. * ar example scene names * Updated `Explorer` scene. * Updated worlsAlignmentKit * Updated working AR scene. * Fix double map initialize issue. * remove extra example scenes * fix merge conflict: PropertyDrawers.meta * prefab body text * update TabletopAR image * Possible fix for worldScale AR * Add namespace for ObjectPool + change Awake to start in Position with LocationProvider * WIP manual sync AR scene * fix broken WorldAlignmentKit.prefab after merge * make debug paths thicker * Add missing namespaces. * Missing namespace. * Manual World Alignment scene and prefab * fix broken meta file * Update scenes. * Update version to 1.4.0 * Scene cleanup - delete old examples * Fix wrong unwrapped tile id * Possible fix for Configuration window `NullReference` * remove Android pre-build checks for duplicate libraries (#574) * WorldAlignmentKit prefab: remove layer 'Map' from culling mask of Main Camera * move UniAndroidPermission to PlugIns folder * add sub-assets in scenelists via editor (#586) * Moved editor files to Assets/Mapbox/Unity/Editor * Delete moved files - Atlas Generator & scriptable Palette UI * Added Mapbox.Editor namespace, converted spaces to tabs. * Fix compile errors related to meta files. * Cleanup tooltip text. * Fix Warnings. * Update scenes. * Cleanup warnings - pass 2. * Cleanup warnings pass 3. * Update ScenesList.cs * Fix typecast error on filters + filter Pois labels based on localRank. * Add Update method to RangeTileProvider. * Update PathHelpers.cs * Change explorer to Data Explorer, clean unused assets. * fix duplicate buildings in WorldScaleAR-ManualAlignment * silence remaining warnings * Fix screenshot name for explorer, add initialization to elevationLayerProperties as a defensive fix. * Fix typo * Fix build error, turn vector layer off for Globe example, Add build settings. * Config window 1.4 (#587) * add sub-assets in scenelists via editor * assign default value to MapboxConfiguration's token status * Change camera for city simulator scene. * fix RasterTileExample * fix VoxelMap * Fix finished status not getting fired event for globe example. * silence another warning and remove unused using * make TileErrorHandler work with new AbstractMap * Fixes for RC3 * Renamed TabletopARKit prefab to ARTableTop * Turn off initializeOnStart for LocationBasedGame prefab. * Defensive fix for crash on iOS. * Fix for missing features - Add property in vectorsublayerproperties to clip features at tile boundary. * Change scene & prefab with clip at tile boundary setting. * Fix NRE's on inspectors for scriptable objects in sharedmodules. * Remove new from LocationProvider prefab name in LocationBasedGame prefab * Asset file cleanup * Trigger finished status for tiles that error out. * Fix flat terrain factory editor. * remove inital wait for GPS on DeviceLocationProvider start. Implement 'IsLocationServiceEnabled' property on 'Location' and send one Location event when location services are not enabled or failed to start in time. * Fix issue with prefab modifier where removing the `IFeaturePropertySettable` was not setting transforms for prefabs. * Make Modifiers & map selectable from node editor, change mismatching button style. * add 'IsLocationServiceInitializing' to 'Location.cs'. Expose that info in the LocationBasedGame scene * Add all layers from explorer v130 example (most layers turned off) * Make foldouts static. * Update scenelist. * move misplaced `link.xml` into MapboxAR subfolder * Remove interaction from DataExplorer scene, Added a new scene for interaction. * Turn buildings on in Data Explorer :) * Scale the canvas to fit the screen. * Change zoomSpeed = 0, merge building layers. * Update formatting of playground scenes, enable camera for data explorer. * Tweaks to scenes for performance & formatting. * Finally turn on the camera movement script on DataExplorer * Fix scaling in y for map & unity tile. Add script to keep camera above terrain for zoomable map. * Update buildingswithUniqueIds property. * Add prerequisite info for AR scenes. * work around crashes on iOS with escaped characters in the URL * Fix height data query. * Add missing using UnityEngine. * Update example descriptions * Disable SetCameraHeight script + add method to query height in unity units. * Update zoomable map scene to not have setCameraHeight * Remove replacing text with latlong for geocode response. * Fix formatting * Remove DirectionsQuery * Update project version * Add event system to CitySimulator scene + filter mouse events on search UI. * Format main scene UI. * another fix for URL encoding for iOS * Update changelog * Make filter values case - insensitive. (#632) * Make filter values case - insensitive. * Add checks to remove white spaces & empty entries. * Actually fix the issue :( * Fix tile position issue with vector features. Remove option when features are grouped. (#629) * Change file folder names (#635) * Remove folder with bad name. * Change name of folder to MapboxStyles instead of MapBoxStyles * Fix range height extrusion (#613) * Fix range height extrusion mesh generation. * Add extrusion scale factor to multiply height values when extruding geometry. * Update Changelog. * Add missing tooltips. * Don't clip min height for RangeHeight Extrusion option. * Add warning if max height is less than min height. Also, add error message and swap values in code * Collider Dropdown in Abstract Map for adding colliders on top of extruded geometry (#637) * wip * Geometry options drawer modified * collider options added * changed order of the collider options * dots * tooltips added * adding changes to tooltips * Playmode tests (#628) * [wip] PlayMode tests * playmode tests: try with copying files via MapboxDev menu * remove external test project * rename test files to follow naming convention * swtich from FileUtil.Copy/Delete to AssetDatabase.Copy/Delete * fix directions tests * try custom global MAPBOX_PLAYMODE_TESTS define in msc.rsp * remove mcs.rsp * change access modifiers on Directions, Geocoder and TileResource to make them available in EditorMode tests * enable more tests for PlayMode tests * some fixes for OSX and iOS * disbale Request.Cancel test for iOS and Android as results are not cosistent * HACK: workaround to make ForwardGeocode tests pass on iOS * more iOS fixing * add feature collections and kdtree collection (#565) * add feature collections and kdtree collection * Add namespaces to new files. * change InteractiveStyledVectorMap.unity to include a feature collection and query script * change scene objects * add missing highlight buildings script * Remove duplicate file * Updated changelog. * Ui fixes (#643) * Fix foldouts not retaining states between play mode & editor. * Don't allow empty names for layer visualizers. * Add defaults for all sublayer properties to not carry over any options from the previous layer. * Add missing tooltips. * Fix indentation. * Update tooltip for Extent Type. * Add tooltips for prefix labels for dropdowns. * Change `Style Name` to `Data Source` * Fix typo in colorPalette. * Selected newly created layer visualizer. * Update scenes with missing ScriptablePalette. * Update tooltip for min/max height extrusion. * Updated scene. * Update tooltip of sampleCount * Update scene after merge with develop * Fix scene, indentation for collider type. * Update scene with collider options. * [publish docs] (#652) * Add camera table top ar (#614) * Change RangeAroundTransformTile Provider to use the new API. * Add sample camera script for pan & zoom . * Update scene to use the new camera script. * Add reposition tile logic to RangeAroundTransformTileProvider. * Add method to click and get latlong under the mouse. * Added relative panning from camera * removed unnecessary line of code * Quick fix for panning speed * Clean up script and scene. * Update Changelog * Fix satellite imagery on roof not working. (#638) * Fix satellite imagery on roof not working. * Remove commented code. * Update changelog * Disable buildingsWithUniqueIds setting for MapboxStreets data source. (#655) * Added workaround to prevent users from accidentally turning on filtering for MapboxStreets building. * Update changelog * Disable InitializeOnStart when `InitializeWithLocationProvider` is used. (#656) * Disable initialize on start for AR cases. * Add check to make sure map is initialized before updating tiles. * Updated changelog * Updated manual synchornization example scene (#636) * updated manual synchornization example scene * Update TouchCamera.cs Uncommented line at 38. * added hint text to ManualSyncScene * fixed namespaces & moved scripts to new folder * updated scene & made a new manual aligment prefab * added namespace to UpdateMapPosByARPlaneY.cs * Changed map update to correct method. * Update ProjectSettings. * Release/v1.4.1 (#682) (#684) * Fix to properly show Mesh & GO modifiers in the UI * Add UI for removing/combining filters * Break classes into separate files, remove MapAPI wrapper. UnifiedMap takes over the functionality. Fix bug with filters * Add new prefabs for LocationBasedGame and CitySim * Fixes loadingPanel script to work with UnifiedMap * Trigger finished state when no vector layer is turned off. * Fix mapId for Satellite & satellite-streets * update PR template * Update UI to match design - round 1 * Add new data containers * Enable loading external configurations - take 2 (#552) * carry over changes from https://github.com/mapbox/mapbox-unity-sdk/pull/352 to latest develop * Fix the merge typo. * Integrate mapbox-ar-unity (#544) * add ARCore, ARKit, UnityARInterface * Mapbox AR code and examples * add KalmanFilter * some updated metas * fix .gitignore to not ignore parts of ARCore * add AR prefabs * fix .gitignore for .metas from temp files from docs generation * add additional properties to `Location` * add helper class for onscreen console * [wip] integrate AR * more logging for caching * MBTilesCache: Windows fix for path and filenames with +260 chars * add some logging to AbstractMap.cs * add editorconfig * debug messages around telem lib initialization * ARTableTop: test in Vienna * ProjectSettings: enable AR on Android * remove Debug messages * fix typo in TelemetryAndroid.cs file name * add layers needed for AR demo to the project settings * fix Unity's byte stripping for .Net 4.6 and IL2CPP * throw out uncessary stuff that comes with UnityARInterface and ARCore * update readme, add AR readme. * update CHANGELOG * wip integrate ar * Throw away unused ARKit stuff. * Update prefabs & scene * Add defaults options + linewidth parameter. * Add mockup for Presets UI * Adding tooltips for General, Image & Terrain sections. * Fix extra space in Terrain UI. * [WIP] Remove old map files, rename UnifiedMap to AbstractMap - working towards clean merge. * [WIP] Replace old VectorTileFactory with refactored ( VectorTileFactoryNew gets renamed) * add kalman comment * appveyor: don't use PowerShell to download docfx * Fix typo in terrain source. * New textures/materials for default building style * Merge StyleOptimizedVectorTileFactory functionality into VectorTileFactory * Updated settings to TextureSideWall * VectorLayerVisualizer refactor. * Hookup node editor with Plug & play refactor. * Add tooltips for vector section. * Add missing changes to VectorTIle.cs * add QueryTerrainHeight function to AbstractMap (#571) Looks good. * try with GPS position/heading, ignoring AR and bias * Fix compile error related to return type. (#572) minor change. * Added a API call to query height Added a API call on AbstractMap to query height at a certain latitude longitude. * Add preset defaults switching + snapMaptoZero hookup. * Changes to MapEditor. * Add code comments for LatitudeLongitudeToTileId change. (#573) * Fix compile error related to return type. * update code comments * Layer Visualizer for Building Ids (#502) * change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles * add comments for an if clause in VectorFeatureUnity * Uv mapping (#503) * add uv mapping height modifier and a demo scene to show it off * fix TextureSideWallModifier to respect min_height property * fix a bug in wall segment calculation in TextureSideWallModifier where CenterSegment feature yielded long first sections fix a bug in PolygonModifier where it doesn't create tangents fix wrong asset bindings * fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration * add a 8 building texture atlas * add new texture from random google images * fix a bug where bottomOfMidUv was calculated wrong * Fix formatting. * Add atlas texturing modifier into Plug & play UI. * Remove presets from map * work on DeviceLocationProvider, AutomaticSyncScene: size of player shows hdop, remove some debug statements * Add parameters to hookup Globe terrain factory. * Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization. * Set defaults for all properties * Add API calls for layers * Renamed AddColorizeMapboxStyles.cs to MapboxStylesColorModifier.cs to better match existing nomenclature. Refactored MapboxStylesColorModifier.cs: Run method no longer adds ColorizeMapboxStyles.cs monobehaviour to VectorEntity.GameObject; Run method now includes all logic for color selection and material property setting previously found in ColorizeMapboxStyles.cs; utilizes VectorEntity's cached MeshRenderer component to set colors. Deleted ColorizeMapboxStyles.cs and ColorizeMapboxStylesEditor.cs. * Add custom option to primitive type - for fully custom modifier stack. * Hook up scriptable palette with P&P * Add code comments to Abstract Map. * Cleanup unused stuff. * Fixed private field naming to meet code style requirements. * Fix indentation * Adds ability to add custom tile providers. * more checks if access token is set (#564) * Style development - colorization and atlas template generator (#579) * add uv mapping height modifier and a demo scene to show it off * fix TextureSideWallModifier to respect min_height property * fix a bug in wall segment calculation in TextureSideWallModifier where CenterSegment feature yielded long first sections fix a bug in PolygonModifier where it doesn't create tangents fix wrong asset bindings * fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration * change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles * add comments for an if clause in VectorFeatureUnity * add a 8 building texture atlas * add new texture from random google images * add roof uv & atlas support * test textures for styling development * add missing constant Vector3Right * fix materials in mat modifier * fix atlas info object * Removed unused properties from shader * New textures/materials for default building style * Updated settings to TextureSideWall * Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization. * Renamed AddColorizeMapboxStyles.cs to MapboxStylesColorModifier.cs to better match existing nomenclature. Refactored MapboxStylesColorModifier.cs: Run method no longer adds ColorizeMapboxStyles.cs monobehaviour to VectorEntity.GameObject; Run method now includes all logic for color selection and material property setting previously found in ColorizeMapboxStyles.cs; utilizes VectorEntity's cached MeshRenderer component to set colors. Deleted ColorizeMapboxStyles.cs and ColorizeMapboxStylesEditor.cs. * Fixed private field naming to meet code style requirements. * Fix indentation * log GPS timestamp once more * Cleanup + update prefabs & UI. * Fixes atlas textures bug, UI bug and creates city sim prefab with textured buildings. * Add building Id tileset as default, fix minor issues. * Update map prefab with default style * Fix to trigger finished state on VectorTileFactory. * Add loading texture, build locationProvider example , fix bug with imagery init. * Update Camera script to work with new map, LocationBasedGame prefab uses camerabounds by default. * Code cleanup - move drawers into their own files. * Code Cleanup. Arrange files into folders. * Foldouts don't forget what they were told to do ;) * Fixed null ref error on MapboxStylesColorModifier; class now null checks m_scriptablePalette on Initialize and Run, and returns if object is null. Cleanup up names in Scriptable Palette Editor to make inspector look slightly cleaner. * Update ARTabletop scene. * updated Clip/Box shader (#580) * updated shader * fix indentation * fixed indent * Recreate ZoomableMap and Globe with new Plug and Play functionality (#585) * created clip shaders for stylized map * Fix errors from meta files. * Add TabletopARkit prefab. * fix missing tangents bug. * Set Relative height = false as default. * Fix issue with final state not being triggered when image factory was disabled. * add UniAndroidPermission * DeviceLocationProvider: request runtime location permissions on Android * add class to open settings for app on Android * update AutoSyncScene * fix AutoSyncScene and WorldAlignmentKit prefab * increase desired accuracy * increase desired accuracy * hopefully getting there * Prefab block for configuration window * update worldalignmentprefab * Merge explorer and interactive styled map examples. * images updated * layout, changelog link * Update WorldAlignmentKit prefab + fix reload script to use "update" function. * ar example scene names * Updated `Explorer` scene. * Updated worlsAlignmentKit * Updated working AR scene. * Fix double map initialize issue. * remove extra example scenes * fix merge conflict: PropertyDrawers.meta * prefab body text * update TabletopAR image * Possible fix for worldScale AR * Add namespace for ObjectPool + change Awake to start in Position with LocationProvider * WIP manual sync AR scene * fix broken WorldAlignmentKit.prefab after merge * make debug paths thicker * Add missing namespaces. * Missing namespace. * Manual World Alignment scene and prefab * fix broken meta file * Update scenes. * Update version to 1.4.0 * Scene cleanup - delete old examples * Fix wrong unwrapped tile id * Possible fix for Configuration window `NullReference` * remove Android pre-build checks for duplicate libraries (#574) * WorldAlignmentKit prefab: remove layer 'Map' from culling mask of Main Camera * move UniAndroidPermission to PlugIns folder * add sub-assets in scenelists via editor (#586) * Moved editor files to Assets/Mapbox/Unity/Editor * Delete moved files - Atlas Generator & scriptable Palette UI * Added Mapbox.Editor namespace, converted spaces to tabs. * Fix compile errors related to meta files. * Cleanup tooltip text. * Fix Warnings. * Update scenes. * Cleanup warnings - pass 2. * Cleanup warnings pass 3. * Update ScenesList.cs * Fix typecast error on filters + filter Pois labels based on localRank. * Add Update method to RangeTileProvider. * Update PathHelpers.cs * Change explorer to Data Explorer, clean unused assets. * fix duplicate buildings in WorldScaleAR-ManualAlignment * silence remaining warnings * Fix screenshot name for explorer, add initialization to elevationLayerProperties as a defensive fix. * Fix typo * Fix build error, turn vector layer off for Globe example, Add build settings. * Config window 1.4 (#587) * add sub-assets in scenelists via editor * assign default value to MapboxConfiguration's token status * Change camera for city simulator scene. * fix RasterTileExample * fix VoxelMap * Fix finished status not getting fired event for globe example. * silence another warning and remove unused using * make TileErrorHandler work with new AbstractMap * Fixes for RC3 * Renamed TabletopARKit prefab to ARTableTop * Turn off initializeOnStart for LocationBasedGame prefab. * Defensive fix for crash on iOS. * Fix for missing features - Add property in vectorsublayerproperties to clip features at tile boundary. * Change scene & prefab with clip at tile boundary setting. * Fix NRE's on inspectors for scriptable objects in sharedmodules. * Remove new from LocationProvider prefab name in LocationBasedGame prefab * Asset file cleanup * Trigger finished status for tiles that error out. * Fix flat terrain factory editor. * remove inital wait for GPS on DeviceLocationProvider start. Implement 'IsLocationServiceEnabled' property on 'Location' and send one Location event when location services are not enabled or failed to start in time. * Fix issue with prefab modifier where removing the `IFeaturePropertySettable` was not setting transforms for prefabs. * Make Modifiers & map selectable from node editor, change mismatching button style. * add 'IsLocationServiceInitializing' to 'Location.cs'. Expose that info in the LocationBasedGame scene * Add all layers from explorer v130 example (most layers turned off) * Make foldouts static. * Update scenelist. * move misplaced `link.xml` into MapboxAR subfolder * Remove interaction from DataExplorer scene, Added a new scene for interaction. * Turn buildings on in Data Explorer :) * Scale the canvas to fit the screen. * Change zoomSpeed = 0, merge building layers. * Update formatting of playground scenes, enable camera for data explorer. * Tweaks to scenes for performance & formatting. * Finally turn on the camera movement script on DataExplorer * Fix scaling in y for map & unity tile. Add script to keep camera above terrain for zoomable map. * Update buildingswithUniqueIds property. * Add prerequisite info for AR scenes. * work around crashes on iOS with escaped characters in the URL * Fix height data query. * Add missing using UnityEngine. * Update example descriptions * Disable SetCameraHeight script + add method to query height in unity units. * Update zoomable map scene to not have setCameraHeight * Remove replacing text with latlong for geocode response. * Fix formatting * Remove DirectionsQuery * Update project version * Add event system to CitySimulator scene + filter mouse events on search UI. * Format main scene UI. * another fix for URL encoding for iOS * Update changelog * Make filter values case - insensitive. (#632) * Make filter values case - insensitive. * Add checks to remove white spaces & empty entries. * Actually fix the issue :( * Fix tile position issue with vector features. Remove option when features are grouped. (#629) * Change file folder names (#635) * Remove folder with bad name. * Change name of folder to MapboxStyles instead of MapBoxStyles * Fix range height extrusion (#613) * Fix range height extrusion mesh generation. * Add extrusion scale factor to multiply height values when extruding geometry. * Update Changelog. * Add missing tooltips. * Don't clip min height for RangeHeight Extrusion option. * Add warning if max height is less than min height. Also, add error message and swap values in code * Collider Dropdown in Abstract Map for adding colliders on top of extruded geometry (#637) * wip * Geometry options drawer modified * collider options added * changed order of the collider options * dots * tooltips added * adding changes to tooltips * Playmode tests (#628) * [wip] PlayMode tests * playmode tests: try with copying files via MapboxDev menu * remove external test project * rename test files to follow naming convention * swtich from FileUtil.Copy/Delete to AssetDatabase.Copy/Delete * fix directions tests * try custom global MAPBOX_PLAYMODE_TESTS define in msc.rsp * remove mcs.rsp * change access modifiers on Directions, Geocoder and TileResource to make them available in EditorMode tests * enable more tests for PlayMode tests * some fixes for OSX and iOS * disbale Request.Cancel test for iOS and Android as results are not cosistent * HACK: workaround to make ForwardGeocode tests pass on iOS * more iOS fixing * add feature collections and kdtree collection (#565) * add feature collections and kdtree collection * Add namespaces to new files. * change InteractiveStyledVectorMap.unity to include a feature collection and query script * change scene objects * add missing highlight buildings script * Remove duplicate file * Updated changelog. * Ui fixes (#643) * Fix foldouts not retaining states between play mode & editor. * Don't allow empty names for layer visualizers. * Add defaults for all sublayer properties to not carry over any options from the previous layer. * Add missing tooltips. * Fix indentation. * Update tooltip for Extent Type. * Add tooltips for prefix labels for dropdowns. * Change `Style Name` to `Data Source` * Fix typo in colorPalette. * Selected newly created layer visualizer. * Update scenes with missing ScriptablePalette. * Update tooltip for min/max height extrusion. * Updated scene. * Update tooltip of sampleCount * Update scene after merge with develop * Fix scene, indentation for collider type. * Update scene with collider options. * [publish docs] (#652) * Add camera table top ar (#614) * Change RangeAroundTransformTile Provider to use the new API. * Add sample camera script for pan & zoom . * Update scene to use the new camera script. * Add reposition tile logic to RangeAroundTransformTileProvider. * Add method to click and get latlong under the mouse. * Added relative panning from camera * removed unnecessary line of code * Quick fix for panning speed * Clean up script and scene. * Update Changelog * Fix satellite imagery on roof not working. (#638) * Fix satellite imagery on roof not working. * Remove commented code. * Update changelog * Disable buildingsWithUniqueIds setting for MapboxStreets data source. (#655) * Added workaround to prevent users from accidentally turning on filtering for MapboxStreets building. * Update changelog * Disable InitializeOnStart when `InitializeWithLocationProvider` is used. (#656) * Disable initialize on start for AR cases. * Add check to make sure map is initialized before updating tiles. * Updated changelog * Updated manual synchornization example scene (#636) * updated manual synchornization example scene * Update TouchCamera.cs Uncommented line at 38. * added hint text to ManualSyncScene * fixed namespaces & moved scripts to new folder * updated scene & made a new manual aligment prefab * added namespace to UpdateMapPosByARPlaneY.cs * Changed map update to correct method. * Update ProjectSettings. * Updated version number +scenelist * Update scene to show ObjectInspector panel again. * fix a bug in LayerPropertyIsEqualFilterComparer (#662) * fix a bug in LayerPropertyIsEqualFilterComparer where it does <= instead of == (fixes #660) * Simplified expression. * Fix incorrect editor culture handling on some locales (#658) (#659) Geocode coordinates are now converted with InvariantCulture, which makes sure they do not depend on the locale of the computer being used. * Set scaleFactor = 1 in property drawer. (#665) * Fix custom mapid (#666) * Fix custom mapId being overridden by empty string. * Add missing reference * removed error messages from manual touch script (#667) * Fix scaling for world scale when zoom level was changed. (#668) * Update worldscale AR scene - fix ARDelta not registering. * fix a bug where SpawnInsideModifier getting stuck in infinite loop (#676) * fix a bug where SpawnInsideModifier getting stuck in infinite loop * Update changelog * Remove duplicate scene. * Make internal method private. * Update Image settings to use retina & mip map * Add BuildingsWithUniqueIds checkbox back. * Update changelog & license. * Update scene. * Release/v1.4.1 (#682) (#683) * Fix to properly show Mesh & GO modifiers in the UI * Add UI for removing/combining filters * Break classes into separate files, remove MapAPI wrapper. UnifiedMap takes over the functionality. Fix bug with filters * Add new prefabs for LocationBasedGame and CitySim * Fixes loadingPanel script to work with UnifiedMap * Trigger finished state when no vector layer is turned off. * Fix mapId for Satellite & satellite-streets * update PR template * Update UI to match design - round 1 * Add new data containers * Enable loading external configurations - take 2 (#552) * carry over changes from https://github.com/mapbox/mapbox-unity-sdk/pull/352 to latest develop * Fix the merge typo. * Integrate mapbox-ar-unity (#544) * add ARCore, ARKit, UnityARInterface * Mapbox AR code and examples * add KalmanFilter * some updated metas * fix .gitignore to not ignore parts of ARCore * add AR prefabs * fix .gitignore for .metas from temp files from docs generation * add additional properties to `Location` * add helper class for onscreen console * [wip] integrate AR * more logging for caching * MBTilesCache: Windows fix for path and filenames with +260 chars * add some logging to AbstractMap.cs * add editorconfig * debug messages around telem lib initialization * ARTableTop: test in Vienna * ProjectSettings: enable AR on Android * remove Debug messages * fix typo in TelemetryAndroid.cs file name * add layers needed for AR demo to the project settings * fix Unity's byte stripping for .Net 4.6 and IL2CPP * throw out uncessary stuff that comes with UnityARInterface and ARCore * update readme, add AR readme. * update CHANGELOG * wip integrate ar * Throw away unused ARKit stuff. * Update prefabs & scene * Add defaults options + linewidth parameter. * Add mockup for Presets UI * Adding tooltips for General, Image & Terrain sections. * Fix extra space in Terrain UI. * [WIP] Remove old map files, rename UnifiedMap to AbstractMap - working towards clean merge. * [WIP] Replace old VectorTileFactory with refactored ( VectorTileFactoryNew gets renamed) * add kalman comment * appveyor: don't use PowerShell to download docfx * Fix typo in terrain source. * New textures/materials for default building style * Merge StyleOptimizedVectorTileFactory functionality into VectorTileFactory * Updated settings to TextureSideWall * VectorLayerVisualizer refactor. * Hookup node editor with Plug & play refactor. * Add tooltips for vector section. * Add missing changes to VectorTIle.cs * add QueryTerrainHeight function to AbstractMap (#571) Looks good. * try with GPS position/heading, ignoring AR and bias * Fix compile error related to return type. (#572) minor change. * Added a API call to query height Added a API call on AbstractMap to query height at a certain latitude longitude. * Add preset defaults switching + snapMaptoZero hookup. * Changes to MapEditor. * Add code comments for LatitudeLongitudeToTileId change. (#573) * Fix compile error related to return type. * update code comments * Layer Visualizer for Building Ids (#502) * change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles * add comments for an if clause in VectorFeatureUnity * Uv mapping (#503) * add uv mapping height modifier and a demo scene to show it off * fix TextureSideWallModifier to respect min_height property * fix a bug in wall segment calculation in TextureSideWallModifier where CenterSegment feature yielded long first sections fix a bug in PolygonModifier where it doesn't create tangents fix wrong asset bindings * fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration * add a 8 building texture atlas * add new texture from random google images * fix a bug where bottomOfMidUv was calculated wrong * Fix formatting. * Add atlas texturing modifier into Plug & play UI. * Remove presets from map * work on DeviceLocationProvider, AutomaticSyncScene: size of player shows hdop, remove some debug statements * Add parameters to hookup Globe terrain factory. * Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization. * Set defaults for all properties * Add API calls for layers * Renamed AddColorizeMapboxStyles.cs to MapboxStylesColorModifier.cs to better match existing nomenclature. Refactored MapboxStylesColorModifier.cs: Run method no longer adds ColorizeMapboxStyles.cs monobehaviour to VectorEntity.GameObject; Run method now includes all logic for color selection and material property setting previously found in ColorizeMapboxStyles.cs; utilizes VectorEntity's cached MeshRenderer component to set colors. Deleted ColorizeMapboxStyles.cs and ColorizeMapboxStylesEditor.cs. * Add custom option to primitive type - for fully custom modifier stack. * Hook up scriptable palette with P&P * Add code comments to Abstract Map. * Cleanup unused stuff. * Fixed private field naming to meet code style requirements. * Fix indentation * Adds ability to add custom tile providers. * more checks if access token is set (#564) * Style development - colorization and atlas template generator (#579) * add uv mapping height modifier and a demo scene to show it off * fix TextureSideWallModifier to respect min_height property * fix a bug in wall segment calculation in TextureSideWallModifier where CenterSegment feature yielded long first sections fix a bug in PolygonModifier where it doesn't create tangents fix wrong asset bindings * fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration * change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles * add comments for an if clause in VectorFeatureUnity * add a 8 building texture atlas * add new texture from random google images * add roof uv & atlas support * test textures for styling development * add missing constant Vector3Right * fix materials in mat modifier * fix atlas info object * Removed unused properties from shader * New textures/materials for default building style * Updated settings to TextureSideWall * Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization. * Renamed AddColorizeMapboxStyles.cs to MapboxStylesColorModifier.cs to better match existing nomenclature. Refactored MapboxStylesColorModifier.cs: Run method no longer adds ColorizeMapboxStyles.cs monobehaviour to VectorEntity.GameObject; Run method now includes all logic for color selection and material property setting previously found in ColorizeMapboxStyles.cs; utilizes VectorEntity's cached MeshRenderer component to set colors. Deleted ColorizeMapboxStyles.cs and ColorizeMapboxStylesEditor.cs. * Fixed private field naming to meet code style requirements. * Fix indentation * log GPS timestamp once more * Cleanup + update prefabs & UI. * Fixes atlas textures bug, UI bug and creates city sim prefab with textured buildings. * Add building Id tileset as default, fix minor issues. * Update map prefab with default style * Fix to trigger finished state on VectorTileFactory. * Add loading texture, build locationProvider example , fix bug with imagery init. * Update Camera script to work with new map, LocationBasedGame prefab uses camerabounds by default. * Code cleanup - move drawers into their own files. * Code Cleanup. Arrange files into folders. * Foldouts don't forget what they were told to do ;) * Fixed null ref error on MapboxStylesColorModifier; class now null checks m_scriptablePalette on Initialize and Run, and returns if object is null. Cleanup up names in Scriptable Palette Editor to make inspector look slightly cleaner. * Update ARTabletop scene. * updated Clip/Box shader (#580) * updated shader * fix indentation * fixed indent * Recreate ZoomableMap and Globe with new Plug and Play functionality (#585) * created clip shaders for stylized map * Fix errors from meta files. * Add TabletopARkit prefab. * fix missing tangents bug. * Set Relative height = false as default. * Fix issue with final state not being triggered when image factory was disabled. * add UniAndroidPermission * DeviceLocationProvider: request runtime location permissions on Android * add class to open settings for app on Android * update AutoSyncScene * fix AutoSyncScene and WorldAlignmentKit prefab * increase desired accuracy * increase desired accuracy * hopefully getting there * Prefab block for configuration window * update worldalignmentprefab * Merge explorer and interactive styled map examples. * images updated * layout, changelog link * Update WorldAlignmentKit prefab + fix reload script to use "update" function. * ar example scene names * Updated `Explorer` scene. * Updated worlsAlignmentKit * Updated working AR scene. * Fix double map initialize issue. * remove extra example scenes * fix merge conflict: PropertyDrawers.meta * prefab body text * update TabletopAR image * Possible fix for worldScale AR * Add namespace for ObjectPool + change Awake to start in Position with LocationProvider * WIP manual sync AR scene * fix broken WorldAlignmentKit.prefab after merge * make debug paths thicker * Add missing namespaces. * Missing namespace. * Manual World Alignment scene and prefab * fix broken meta file * Update scenes. * Update version to 1.4.0 * Scene cleanup - delete old examples * Fix wrong unwrapped tile id * Possible fix for Configuration window `NullReference` * remove Android pre-build checks for duplicate libraries (#574) * WorldAlignmentKit prefab: remove layer 'Map' from culling mask of Main Camera * move UniAndroidPermission to PlugIns folder * add sub-assets in scenelists via editor (#586) * Moved editor files to Assets/Mapbox/Unity/Editor * Delete moved files - Atlas Generator & scriptable Palette UI * Added Mapbox.Editor namespace, converted spaces to tabs. * Fix compile errors related to meta files. * Cleanup tooltip text. * Fix Warnings. * Update scenes. * Cleanup warnings - pass 2. * Cleanup warnings pass 3. * Update ScenesList.cs * Fix typecast error on filters + filter Pois labels based on localRank. * Add Update method to RangeTileProvider. * Update PathHelpers.cs * Change explorer to Data Explorer, clean unused assets. * fix duplicate buildings in WorldScaleAR-ManualAlignment * silence remaining warnings * Fix screenshot name for explorer, add initialization to elevationLayerProperties as a defensive fix. * Fix typo * Fix build error, turn vector layer off for Globe example, Add build settings. * Config window 1.4 (#587) * add sub-assets in scenelists via editor * assign default value to MapboxConfiguration's token status * Change camera for city simulator scene. * fix RasterTileExample * fix VoxelMap * Fix finished status not getting fired event for globe example. * silence another warning and remove unused using * make TileErrorHandler work with new AbstractMap * Fixes for RC3 * Renamed TabletopARKit prefab to ARTableTop * Turn off initializeOnStart for LocationBasedGame prefab. * Defensive fix for crash on iOS. * Fix for missing features - Add property in vectorsublayerproperties to clip features at tile boundary. * Change scene & prefab with clip at tile boundary setting. * Fix NRE's on inspectors for scriptable objects in sharedmodules. * Remove new from LocationProvider prefab name in LocationBasedGame prefab * Asset file cleanup * Trigger finished status for tiles that error out. * Fix flat terrain factory editor. * remove inital wait for GPS on DeviceLocationProvider start. Implement 'IsLocationServiceEnabled' property on 'Location' and send one Location event when location services are not enabled or failed to start in time. * Fix issue with prefab modifier where removing the `IFeaturePropertySettable` was not setting transforms for prefabs. * Make Modifiers & map selectable from node editor, change mismatching button style. * add 'IsLocationServiceInitializing' to 'Location.cs'. Expose that info in the LocationBasedGame scene * Add all layers from explorer v130 example (most layers turned off) * Make foldouts static. * Update scenelist. * move misplaced `link.xml` into MapboxAR subfolder * Remove interaction from DataExplorer scene, Added a new scene for interaction. * Turn buildings on in Data Explorer :) * Scale the canvas to fit the screen. * Change zoomSpeed = 0, merge building layers. * Update formatting of playground scenes, enable camera for data explorer. * Tweaks to scenes for performance & formatting. * Finally turn on the camera movement script on DataExplorer * Fix scaling in y for map & unity tile. Add script to keep camera above terrain for zoomable map. * Update buildingswithUniqueIds property. * Add prerequisite info for AR scenes. * work around crashes on iOS with escaped characters in the URL * Fix height data query. * Add missing using UnityEngine. * Update example descriptions * Disable SetCameraHeight script + add method to query height in unity units. * Update zoomable map scene to not have setCameraHeight * Remove replacing text with latlong for geocode response. * Fix formatting * Remove DirectionsQuery * Update project version * Add event system to CitySimulator scene + filter mouse events on search UI. * Format main scene UI. * another fix for URL encoding for iOS * Update changelog * Make filter values case - insensitive. (#632) * Make filter values case - insensitive. * Add checks to remove white spaces & empty entries. * Actually fix the issue :( * Fix tile position issue with vector features. Remove option when features are grouped. (#629) * Change file folder names (#635) * Remove folder with bad name. * Change name of folder to MapboxStyles instead of MapBoxStyles * Fix range height extrusion (#613) * Fix range height extrusion mesh generation. * Add extrusion scale factor to multiply height values when extruding geometry. * Update Changelog. * Add missing tooltips. * Don't clip min height for RangeHeight Extrusion option. * Add warning if max height is less than min height. Also, add error message and swap values in code * Collider Dropdown in Abstract Map for adding colliders on top of extruded geometry (#637) * wip * Geometry options drawer modified * collider options added * changed order of the collider options * dots * tooltips added * adding changes to tooltips * Playmode tests (#628) * [wip] PlayMode tests * playmode tests: try with copying files via MapboxDev menu * remove external test project * rename test files to follow naming convention * swtich from FileUtil.Copy/Delete to AssetDatabase.Copy/Delete * fix directions tests * try custom global MAPBOX_PLAYMODE_TESTS define in msc.rsp * remove mcs.rsp * change access modifiers on Directions, Geocoder and TileResource to make them available in EditorMode tests * enable more tests for PlayMode tests * some fixes for OSX and iOS * disbale Request.Cancel test for iOS and Android as results are not cosistent * HACK: workaround to make ForwardGeocode tests pass on iOS * more iOS fixing * add feature collections and kdtree collection (#565) * add feature collections and kdtree collection * Add namespaces to new files. * change InteractiveStyledVectorMap.unity to include a feature collection and query script * change scene objects * add missing highlight buildings script * Remove duplicate file * Updated changelog. * Ui fixes (#643) * Fix foldouts not retaining states between play mode & editor. * Don't allow empty names for layer visualizers. * Add defaults for all sublayer properties to not carry over any options from the previous layer. * Add missing tooltips. * Fix indentation. * Update tooltip for Extent Type. * Add tooltips for prefix labels for dropdowns. * Change `Style Name` to `Data Source` * Fix typo in colorPalette. * Selected newly created layer visualizer. * Update scenes with missing ScriptablePalette. * Update tooltip for min/max height extrusion. * Updated scene. * Update tooltip of sampleCount * Update scene after merge with develop * Fix scene, indentation for collider type. * Update scene with collider options. * [publish docs] (#652) * Add camera table top ar (#614) * Change RangeAroundTransformTile Provider to use the new API. * Add sample camera script for pan & zoom . * Update scene to use the new camera script. * Add reposition tile logic to RangeAroundTransformTileProvider. * Add method to click and get latlong under the mouse. * Added relative panning from camera * removed unnecessary line of code * Quick fix for panning speed * Clean up script and scene. * Update Changelog * Fix satellite imagery on roof not working. (#638) * Fix satellite imagery on roof not working. * Remove commented code. * Update changelog * Disable buildingsWithUniqueIds setting for MapboxStreets data source. (#655) * Added workaround to prevent users from accidentally turning on filtering for MapboxStreets building. * Update changelog * Disable InitializeOnStart when `InitializeWithLocationProvider` is used. (#656) * Disable initialize on start for AR cases. * Add check to make sure map is initialized before updating tiles. * Updated changelog * Updated manual synchornization example scene (#636) * updated manual synchornization example scene * Update TouchCamera.cs Uncommented line at 38. * added hint text to ManualSyncScene * fixed namespaces & moved scripts to new folder * updated scene & made a new manual aligment prefab * added namespace to UpdateMapPosByARPlaneY.cs * Changed map update to correct method. * Update ProjectSettings. * Updated version number +scenelist * Update scene to show ObjectInspector panel again. * fix a bug in LayerPropertyIsEqualFilterComparer (#662) * fix a bug in LayerPropertyIsEqualFilterComparer where it does <= instead of == (fixes #660) * Simplified expression. * Fix incorrect editor culture handling on some locales (#658) (#659) Geocode coordinates are now converted with InvariantCulture, which makes sure they do not depend on the locale of the computer being used. * Set scaleFactor = 1 in property drawer. (#665) * Fix custom mapid (#666) * Fix custom mapId being overridden by empty string. * Add missing reference * removed error messages from manual touch script (#667) * Fix scaling for world scale when zoom level was changed. (#668) * Update worldscale AR scene - fix ARDelta not registering. * fix a bug where SpawnInsideModifier getting stuck in infinite loop (#676) * fix a bug where SpawnInsideModifier getting stuck in infinite loop * Update changelog * Remove duplicate scene. * Make internal method private. * Update Image settings to use retina & mip map * Add BuildingsWithUniqueIds checkbox back. * Update changelog & license. * Update scene. * Update ISSUE_TEMPLATE.md (#694) add * Scripting Runtime Version: * Scripting Backend: * Api Compatibility Level: * Add onUpdated event to the map. (#704) * Add onUpdated event to the map. Fix Directions Factory to use the onUpdated event. * Add code comments * Update changelog * Update to latest ARInterface (#699) * update to latest https://github.com/Unity-Technologies/experimental-ARInterface * Poi locations (#716) * Updated version number +scenelist * Update scene to show ObjectInspector panel again. * fix a bug in LayerPropertyIsEqualFilterComparer (#662) * fix a bug in LayerPropertyIsEqualFilterComparer where it does <= instead of == (fixes #660) * Simplified expression. * Fix incorrect editor culture handling on some locales (#658) (#659) Geocode coordinates are now converted with InvariantCulture, which makes sure they do not depend on the locale of the computer being used. * Set scaleFactor = 1 in property drawer. (#665) * Fix custom mapid (#666) * Fix custom mapId being overridden by empty string. * Add missing reference * removed error messages from manual touch script (#667) * config done * sorted the working of the class based on the concatenation check * Fix scaling for world scale when zoom level was changed. * Fix scaling for world scale when zoom level was changed. (#668) * tree view added * adding first vertex default * Persist layer selection across play & edit mode. * null exception fixed * Update VectorLayerPropertiesDrawer.cs fixed arry index error for the issue * some more work done with props * functioning multiselect and complete ui * cases handled * setting defaults * functioning categories * Create new POI placement scene with prefabs (#685) * Alphabetize categories (#688) * adding new architecture * .. * popularity and name filters in * density done * bugs fixed * in-progress visualizer for specific locations * build vectorfeatures in visualizer * Address search UI * null check on user provided coordinates * search UI improvements * separate truncated coordinates for UI * Create new location prefabs (#696) * adding convenience methods to AbstractMap * functional specific locations visualizer * adding fix to type filter * Add description of scene and update modifiers (#697) * completed PlacePrefabAtGeoLocation methods and callbacks, added null checks * adding check to make sure inactive doesnt spawn anything * added callbacks to remaining methods * need help to fix the issue. but, crash stopped now * fix null reference errors in the treeview when selected items are removed via undo or at runtime. * Reorganize files for consistency (#703) * apply snapterrain modifier in LocationPrefabLayerVisualizer * vectortilefactory builds layers with an empty string * fix for source * handling no prefab found * .. * adding source warning to the location prefabs section * adding fixes to not spawn prefabs based on source * Update tooltips and naming * update AbstractMap methods * name objects in hierarchy based on sublayer name * fix layer properties spacing * fix for the streets v7 to remain fixed * Fix NREs when undoing layer creation, Location prefabs layers persist * Rename POI Placement example * Move API test script * Rename API Test script * update changelog * Location prefabs layers respect performance options * update performance options accessor * Correct name and namespace of test script * wip * refactor API methods * code cleanup * remove popularity enum * Fix active check in locationprefablayervisualizer * Remove incorrect break * remove commented lines * Fix layer check in abstract map spawnprefab methods * simplify example script * update example * update changelog * remove empty class * Fix formatting * Fix type * Data fetcher (#712) * add terrain creation strategies change abstract map to use terrain factory base and strategies * remove terrain factories change terrain layer to use terrain and strategies * add data fetcher class and extract data fetching from factories * add ImageDataFetcher and change image factory to use it * add vector data fetcher change internal methods to protected * Update changelog * fix a bug where side wall mesh generation doesn't work with elevated terrain (#723) * Android native location plugin (#724) * [wip] backport native Android Location Plugin * [wip] backporting native Android GPS * update Android GPS plugin * [wip] LocationProvider example scene * [wip] native android location provider * loop through LocationArrayEditorLocationProvider instead of repeating last position * increase desired accuracy * New scene settings. * [wip] EditorGpsLogLocationProvider * try to rotated map * update scene * fix RotateWithLocationProvider to not overwrite existing rotation values * fix logic for 'IsLocationUpdated' * increase follow factor * [wip]: split Heading into Heading and Orientation * Update scene to move map instead of player. * [wip] try to rotated map * backport Location.DeviceOrientation and Location.UserHeading to default DeviceLocationProvider * [wip] calculate UserHeading with weigthed formula * CircularBuffer tests * fix typos in CircularBuffer test * update changelog * fix DeviceOrientation in LocationProviderTest scene. Some other small fixes. * save scene * Remove unused file (#729) * Remove unused file * Fix OnDestroy errors in Image & terrain factory. * Nesting sections gui (#735) * basic cosmetic changes in * ui issue fixed * duplicate layers taken care of * fixed indentation issues and checkboxes * added the new UI to the common area * cosmetic changes done * small language change * Ui formatting cleanup (#738) * basic cosmetic changes in * ui issue fixed * duplicate layers taken care of * fixed indentation issues and checkboxes * added the new UI to the common area * cosmetic changes done * Switch to EditorGuiLayout and some UI formatting changes. * Preload names from tile json {WIP DO NOT MERGE} (#727) * adding the data structure for processing tilejson response * removed datatype... cleaned the class for ease of use in the future * new architecture works * wip * all visible features in for now.. * hacky fix * fixed indices * adding unity objectId to editorprefs * mysterious unexplained behaviour.. handled it with a hack * solid fix this time.. mystery resolved -Sherlock Holmes * added warning for invalid tilejson response * basic cosmetic changes in * ui issue fixed * duplicate layers taken care of * fixed indentation issues and checkboxes * add check for loaded tileJSON * added the new UI to the common area * cosmetic changes done * adding formatting changes * Update 05-changelog.md Adding preloaded layers feature to the changelog * Switch to EditorGuiLayout and some UI formatting changes. * Fix layer renaming in treeview (#748) * Fix layer renaming in treeview, make layer selection persist during serialization. * Fix geocode attribute drawer not working by itself. * removing unnecessary lines * Fix errors in individual modifier UI's. Remove unused files. * Monobehavior inheritance (#730) * Allow MonoBehaviour message inheritance (#654) * Allow MonoBehaviour message inheritance Removes private modifier restrictions from Mapbox Unity classes that inherit from MonoBehaviour. Applies protected virtual modifier to any use of MonoBehaviour Messages detailed here: https://docs.unity3d.com/ScriptReference/MonoBehaviour.html * Remove Update from GlobeTileProvider Adding TileCover is only needed once, but was attempted every frame. * Change remaining private accessors to protected virtual. * Ui notoken fix (#749) * Add catch to exception on initial no token. * Fix loading of UI when token is added. * Add POIItems to node editor. * no access token handled * fixed helpbox text * Fix indentation, add styles for "no internet" errors, fix error with filter property dropdown. * small fix to catch no access token exception properly * made the filter section uniform with other elements * Change location provider folder/scene name (#750) * Ui dropdown fix (#756) * fix for the drop downs * Fix for UIlayout mismatch warning. * custom data source fix * property names index fixed now * fix argument out of range issue. * catch errors when string properties are passed to extrusion modifiers * custom empty string fixed * removing an unnecessary debug.log * 1.4.2 example scene updates (#760) * fix for the drop downs * Fix for UIlayout mismatch warning. * custom data source fix * property names index fixed now * fix argument out of range issue. * catch errors when string properties are passed to extrusion modifiers * updated prefabs and prefab example scenes * Fix example scenes (#757) * Ui dropdown fix (#758) * fix for the drop downs * Fix for UIlayout mismatch warning. * custom data source fix * property names index fixed now * fix argument out of range issue. * catch errors when string properties are passed to extrusion modifiers * custom empty string fixed * removing an unnecessary debug.log * string lookup for properties * Add property to display description of the property. Fixes error on dictionary lookup for description. * Fix array out of bounds for filters * Check for key before adding it. * fixed the DataExplorer scene * handle invalid property selections in extrusion options and filters * cleanup variables * custom tileset fix * update changelog * fix to add layers with no properties * change filter property warning * cleanup commented section * Update scenes & prefabs * Change LocationPrefabs to POIPlacement * Move locationProvider to playground. * Remove unused folder. (#761) * Merge master develop (#773) * Release/v1.4.1 (#682) * Fix to properly show Mesh & GO modifiers in the UI * Add UI for removing/combining filters * Break classes into separate files, remove MapAPI wrapper. UnifiedMap takes over the functionality. Fix bug with filters * Add new prefabs for LocationBasedGame and CitySim * Fixes loadingPanel script to work with UnifiedMap * Trigger finished state when no vector layer is turned off. * Fix mapId for Satellite & satellite-streets * update PR template * Update UI to match design - round 1 * Add new data containers * Enable loading external configurations - take 2 (#552) * carry over changes from https://github.com/mapbox/mapbox-unity-sdk/pull/352 to latest develop * Fix the merge typo. * Integrate mapbox-ar-unity (#544) * add ARCore, ARKit, UnityARInterface * Mapbox AR code and examples * add KalmanFilter * some updated metas * fix .gitignore to not ignore parts of ARCore * add AR prefabs * fix .gitignore for .metas from temp files from docs generation * add additional properties to `Location` * add helper class for onscreen console * [wip] integrate AR * more logging for caching * MBTilesCache: Windows fix for path and filenames with +260 chars * add some logging to AbstractMap.cs * add editorconfig * debug messages around telem lib initialization * ARTableTop: test in Vienna * ProjectSettings: enable AR on Android * remove Debug messages * fix typo in TelemetryAndroid.cs file name * add layers needed for AR demo to the project settings * fix Unity's byte stripping for .Net 4.6 and IL2CPP * throw out uncessary stuff that comes with UnityARInterface and ARCore * update readme, add AR readme. * update CHANGELOG * wip integrate ar * Throw away unused ARKit stuff. * Update prefabs & scene * Add defaults options + linewidth parameter. * Add mockup for Presets UI * Adding tooltips for General, Image & Terrain sections. * Fix extra space in Terrain UI. * [WIP] Remove old map files, rename UnifiedMap to AbstractMap - working towards clean merge. * [WIP] Replace old VectorTileFactory with refactored ( VectorTileFactoryNew gets renamed) * add kalman comment * appveyor: don't use PowerShell to download docfx * Fix typo in terrain source. * New textures/materials for default building style * Merge StyleOptimizedVectorTileFactory functionality into VectorTileFactory * Updated settings to TextureSideWall * VectorLayerVisualizer refactor. * Hookup node editor with Plug & play refactor. * Add tooltips for vector section. * Add missing changes to VectorTIle.cs * add QueryTerrainHeight function to AbstractMap (#571) Looks good. * try with GPS position/heading, ignoring AR and bias * Fix compile error related to return type. (#572) minor change. * Added a API call to query height Added a API call on AbstractMap to query height at a certain latitude longitude. * Add preset defaults switching + snapMaptoZero hookup. * Changes to MapEditor. * Add code comments for LatitudeLongitudeToTileId change. (#573) * Fix compile error related to return type. * update code comments * Layer Visualizer for Building Ids (#502) * change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles * add comments for an if clause in VectorFeatureUnity * Uv mapping (#503) * add uv mapping height modifier and a demo scene to show it off * fix TextureSideWallModifier to respect min_height property * fix a bug in wall segment calculation in TextureSideWallModifier where CenterSegment feature yielded long first sections fix a bug in PolygonModifier where it doesn't create tangents fix wrong asset bindings * fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration * add a 8 building texture atlas * add new texture from random google images * fix a bug where bottomOfMidUv was calculated wrong * Fix formatting. * Add atlas texturing modifier into Plug & play UI. * Remove presets from map * work on DeviceLocationProvider, AutomaticSyncScene: size of player shows hdop, remove some debug statements * Add parameters to hookup Globe terrain factory. * Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization. * Set defaults for all properties * Add API calls for layers * Renamed AddColorizeMapboxStyles.cs to MapboxStylesColorModifier.cs to better match existing nomenclature. Refactored MapboxStylesColorModifier.cs: Run method no longer adds ColorizeMapboxStyles.cs monobehaviour to VectorEntity.GameObject; Run method now includes all logic for color selection and material property setting previously found in ColorizeMapboxStyles.cs; utilizes VectorEntity's cached MeshRenderer component to set colors. Deleted ColorizeMapboxStyles.cs and ColorizeMapboxStylesEditor.cs. * Add custom option to primitive type - for fully custom modifier stack. * Hook up scriptable palette with P&P * Add code … * Update version number and readme. * Set state to error for rasterdata * remove redundant code. * Fix for terrain stitching. * Add checks to Image & terrain factory * Add more checks to cancel creation if tile is unregistered. * Material assignment uses instances instead of direct reference; preserves varying color/light/dark settings on map. * Fixes issue where scale was not getting reset to 1 for initial zoom. * Actual fix for scale issue with initial zoom * Remove SnapMapToZero * Added base and body materials for Statue of Liberty. * Update waypoint position for phone screens. * Update scenes to behave as expected. * change location-based game example extent options * Updated camera angles for IconicBuilding scene. * Adjusted directional light intensity to 1.0; adjusted albedo, glossiness, metallic of hero building material to compensate for increased brightness. * fix traffic and directions scene * Add EventSystem to the scene * Merge commit '6e0361ccf592d74ae051dfc471f3dccccaa6316d' * commit '6e0361ccf592d74ae051dfc471f3dccccaa6316d': (548 commits) Add EventSystem to the scene fix traffic and directions scene Adjusted directional light intensity to 1.0; adjusted albedo, glossiness, metallic of hero building material to compensate for increased brightness. Updated camera angles for IconicBuilding scene. change location-based game example extent options Update scenes to behave as expected. Update waypoint position for phone screens. Added base and body materials for Statue of Liberty. Remove SnapMapToZero Actual fix for scale issue with initial zoom Fixes issue where scale was not getting reset to 1 for initial zoom. Material assignment uses instances instead of direct reference; preserves varying color/light/dark settings on map. Add more checks to cancel creation if tile is unregistered. Add checks to Image & terrain factory Fix for terrain stitching. remove redundant code. Set state to error for rasterdata Update version number and readme. Removed unused variables and unused conditional statements. Move scene to ReplaceFeatures Folder. ... # Conflicts: # documentation/docs/05-changelog.md # sdkproject/Assets/Mapbox/Examples/0_PrefabScenes/CitySimulator.unity # sdkproject/Assets/Mapbox/Examples/0_PrefabScenes/Location-basedGame.unity # sdkproject/Assets/Mapbox/Examples/0_PrefabScenes/LocationBasedGame.unity.meta # sdkproject/Assets/Mapbox/Examples/1_DataExplorer/Traffic/ModerateTrafficMaterial.mat.meta # sdkproject/Assets/Mapbox/Examples/1_DataExplorer/TrafficAndDirections.unity # sdkproject/Assets/Mapbox/Examples/1_DataExplorer/TrafficAndDirections.unity.meta # sdkproject/Assets/Mapbox/Examples/2_AstronautGame/AstronautGame.unity # sdkproject/Assets/Mapbox/Examples/2_AstronautGame/AstronautGame.unity.meta # sdkproject/Assets/Mapbox/Examples/2_AstronautGame/AstronautGame/Astronaut/AstronautDirections.cs # sdkproject/Assets/Mapbox/Examples/2_AstronautGame/AstronautGame/Astronaut/AstronautMouseController.cs # sdkproject/Assets/Mapbox/Examples/3_POIPlacement/POIPlacement.unity # sdkproject/Assets/Mapbox/Examples/4_ReplaceFeatures/ReplaceFeatures.unity # sdkproject/Assets/Mapbox/Examples/5_Playground/Materials/HeadingMat.mat # sdkproject/Assets/Mapbox/Examples/5_Playground/Materials/HeadingMat.mat.meta # sdkproject/Assets/Mapbox/Examples/5_Playground/Scenes/LocationProvider.unity # sdkproject/Assets/Mapbox/Examples/7_Globe/Globe.unity # sdkproject/Assets/Mapbox/Examples/Resources/MapboxBlue.mat.meta # sdkproject/Assets/Mapbox/Examples/Resources/MapboxWhite.mat # sdkproject/Assets/Mapbox/Prefabs/LocationBasedGame.prefab # sdkproject/Assets/Mapbox/Resources/HeroStructures/Materials/StatueOfLibertyBody.mat # sdkproject/Assets/Mapbox/Unity/Constants.cs # sdkproject/Assets/Mapbox/Unity/Editor/PropertyDrawers/FeaturesSubLayerPropertiesDrawer.cs # sdkproject/Assets/Mapbox/Unity/MeshGeneration/Data/UnityTile.cs # sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/VectorTileFactory.cs # sdkproject/Assets/Mapbox/Unity/MeshGeneration/Modifiers/MeshModifiers/ReplaceFeatureModifier.cs # sdkproject/ProjectSettings/EditorBuildSettings.asset # sdkproject/ProjectSettings/ProjectSettings.asset --- README.md | 2 +- .../Core/mapbox-sdk-cs/Map/UnwrappedTileId.cs | 3 +- .../0_PrefabScenes/Location-basedGame.unity | 23 +++- .../1_DataExplorer/DataExplorer.unity | 12 +- .../InteractiveStyledVectorMap.unity | 26 ++-- .../1_DataExplorer/TrafficAndDirections.unity | 36 ++++-- .../4_ReplaceFeatures/IconicBuildings.unity | 64 +++++++++- .../Scenes/RemoveZ-Fighting.unity | 62 +++++++++ .../Examples/6_ZoomableMap/ZoomableMap.unity | 4 +- .../ReloadMapIconicBuildingCanvas.prefab | 14 +-- sdkproject/Assets/Mapbox/README.txt | 4 +- .../Materials/HeroStructureDefault.mat | 6 +- .../Materials/StatueOfLibertyBase.mat | 76 +++++++++++ .../Materials/StatueOfLibertyBase.mat.meta | 10 ++ .../Materials/StatueOfLibertyBody.mat | 76 +++++++++++ .../Materials/StatueOfLibertyBody.mat.meta | 10 ++ .../Prefabs/StatueofLiberty.prefab | 4 +- sdkproject/Assets/Mapbox/Unity/Constants.cs | 2 +- .../Assets/Mapbox/Unity/Map/AbstractMap.cs | 6 +- .../Mapbox/Unity/Map/AbstractMapVisualizer.cs | 1 + .../Unity/MeshGeneration/Data/UnityTile.cs | 118 ++++++++++-------- .../Factories/AbstractTileFactory.cs | 6 +- .../Factories/ImageDataFetcher.cs | 6 +- .../Factories/MapImageFactory.cs | 21 +++- .../Factories/TerrainDataFetcher.cs | 4 +- .../Factories/TerrainFactoryBase.cs | 47 +++---- .../ElevatedTerrainStrategy.cs | 8 ++ .../TerrainStrategies/TerrainStrategy.cs | 5 + .../Factories/VectorDataFetcher.cs | 1 - .../Factories/VectorTileFactory.cs | 55 +++++--- .../LocationPrefabsLayerVisualizer.cs | 57 +++++---- .../LayerVisualizers/VectorLayerVisualizer.cs | 2 +- .../Unity/SourceLayers/MapboxDefaultStyles.cs | 4 +- .../MapboxAR/Examples/Scenes/TabletopAR.unity | 25 ++++ .../Scenes/WorldScaleAR-ManualAlignment.unity | 5 + .../Examples/Scenes/WorldScaleAR.unity | 5 + sdkproject/Assets/Resources.meta | 10 ++ .../ProjectSettings/ProjectSettings.asset | 60 +++++---- sdkproject/ProjectSettings/ProjectVersion.txt | 2 +- 39 files changed, 652 insertions(+), 230 deletions(-) create mode 100644 sdkproject/Assets/Mapbox/Resources/HeroStructures/Materials/StatueOfLibertyBase.mat create mode 100644 sdkproject/Assets/Mapbox/Resources/HeroStructures/Materials/StatueOfLibertyBase.mat.meta create mode 100644 sdkproject/Assets/Mapbox/Resources/HeroStructures/Materials/StatueOfLibertyBody.mat create mode 100644 sdkproject/Assets/Mapbox/Resources/HeroStructures/Materials/StatueOfLibertyBody.mat.meta create mode 100644 sdkproject/Assets/Resources.meta diff --git a/README.md b/README.md index 58f4f1f4c..4ac47e84d 100644 --- a/README.md +++ b/README.md @@ -1,5 +1,5 @@ # Mapbox-unity-sdk -### For Unity 2017.1+ +### For Unity 2017.1.2+ **AR support requires Unity 2017.3+, Android 7+ (Nougat), iOS 11.3** diff --git a/sdkproject/Assets/Mapbox/Core/mapbox-sdk-cs/Map/UnwrappedTileId.cs b/sdkproject/Assets/Mapbox/Core/mapbox-sdk-cs/Map/UnwrappedTileId.cs index f46e1b7e2..6b712d17d 100644 --- a/sdkproject/Assets/Mapbox/Core/mapbox-sdk-cs/Map/UnwrappedTileId.cs +++ b/sdkproject/Assets/Mapbox/Core/mapbox-sdk-cs/Map/UnwrappedTileId.cs @@ -62,7 +62,8 @@ public bool Equals(UnwrappedTileId other) public override int GetHashCode() { - return X ^ Y ^ Z; + return (X << 6) ^ (Y << 16) ^ (Z << 8); + //return X ^ Y ^ Z; } public override bool Equals(object obj) diff --git a/sdkproject/Assets/Mapbox/Examples/0_PrefabScenes/Location-basedGame.unity b/sdkproject/Assets/Mapbox/Examples/0_PrefabScenes/Location-basedGame.unity index 8b8dedad4..079778cc6 100644 --- a/sdkproject/Assets/Mapbox/Examples/0_PrefabScenes/Location-basedGame.unity +++ b/sdkproject/Assets/Mapbox/Examples/0_PrefabScenes/Location-basedGame.unity @@ -13,7 +13,7 @@ OcclusionCullingSettings: --- !u!104 &2 RenderSettings: m_ObjectHideFlags: 0 - serializedVersion: 8 + serializedVersion: 9 m_Fog: 0 m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} m_FogMode: 3 @@ -39,6 +39,7 @@ RenderSettings: m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} m_IndirectSpecularColor: {r: 0.4465785, g: 0.49641252, b: 0.574817, a: 1} + m_UseRadianceAmbientProbe: 0 --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 @@ -54,11 +55,10 @@ LightmapSettings: m_EnableBakedLightmaps: 1 m_EnableRealtimeLightmaps: 1 m_LightmapEditorSettings: - serializedVersion: 9 + serializedVersion: 10 m_Resolution: 2 m_BakeResolution: 40 - m_TextureWidth: 1024 - m_TextureHeight: 1024 + m_AtlasSize: 1024 m_AO: 0 m_AOMaxDistance: 1 m_CompAOExponent: 1 @@ -437,6 +437,11 @@ Prefab: propertyPath: m_SizeDelta.x value: 0 objectReference: {fileID: 0} + - target: {fileID: 224857786874416376, guid: 98be219873e6d4dffb5949746f515a33, + type: 2} + propertyPath: m_AnchoredPosition.y + value: 0.000015258789 + objectReference: {fileID: 0} m_RemovedComponents: [] m_ParentPrefab: {fileID: 100100000, guid: 98be219873e6d4dffb5949746f515a33, type: 2} m_IsPrefabParent: 0 @@ -511,6 +516,16 @@ Prefab: propertyPath: _options.tileMaterial value: objectReference: {fileID: 2100000, guid: b9f23e9bce724fa4daac57ecded470b8, type: 2} + - target: {fileID: 114105500206378512, guid: 35ce2bb4caba9434db5e656796b632b1, + type: 2} + propertyPath: _options.extentOptions.rangeAroundTransformOptions.visibleBuffer + value: 1 + objectReference: {fileID: 0} + - target: {fileID: 114105500206378512, guid: 35ce2bb4caba9434db5e656796b632b1, + type: 2} + propertyPath: _options.extentOptions.rangeAroundTransformOptions.disposeBuffer + value: 1 + objectReference: {fileID: 0} m_RemovedComponents: [] m_ParentPrefab: {fileID: 100100000, guid: 35ce2bb4caba9434db5e656796b632b1, type: 2} m_IsPrefabParent: 0 diff --git a/sdkproject/Assets/Mapbox/Examples/1_DataExplorer/DataExplorer.unity b/sdkproject/Assets/Mapbox/Examples/1_DataExplorer/DataExplorer.unity index 6875ea3d4..53ba37191 100644 --- a/sdkproject/Assets/Mapbox/Examples/1_DataExplorer/DataExplorer.unity +++ b/sdkproject/Assets/Mapbox/Examples/1_DataExplorer/DataExplorer.unity @@ -13,7 +13,7 @@ OcclusionCullingSettings: --- !u!104 &2 RenderSettings: m_ObjectHideFlags: 0 - serializedVersion: 8 + serializedVersion: 9 m_Fog: 0 m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} m_FogMode: 3 @@ -39,6 +39,7 @@ RenderSettings: m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1} + m_UseRadianceAmbientProbe: 0 --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 @@ -54,11 +55,10 @@ LightmapSettings: m_EnableBakedLightmaps: 1 m_EnableRealtimeLightmaps: 1 m_LightmapEditorSettings: - serializedVersion: 9 + serializedVersion: 10 m_Resolution: 2 m_BakeResolution: 40 - m_TextureWidth: 1024 - m_TextureHeight: 1024 + m_AtlasSize: 1024 m_AO: 0 m_AOMaxDistance: 1 m_CompAOExponent: 1 @@ -331,7 +331,7 @@ MonoBehaviour: disposeBuffer: 0 placementOptions: placementType: 1 - snapMapToZero: 1 + snapMapToZero: 0 scalingOptions: scalingType: 1 unityTileSize: 100 @@ -3282,7 +3282,7 @@ Prefab: - target: {fileID: 224857786874416376, guid: 98be219873e6d4dffb5949746f515a33, type: 2} propertyPath: m_AnchoredPosition.y - value: 0.000015258789 + value: 0 objectReference: {fileID: 0} - 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zoom) > Constants.EpsilonFloatingPoint) { SetZoom(zoom); differenceInZoom = Zoom - InitialZoom; + isAtInitialZoom = (differenceInZoom - 0.0 < Constants.EpsilonFloatingPoint); } //Update center latitude longitude var centerLatitudeLongitude = latLon; @@ -588,12 +590,12 @@ public virtual void UpdateMap(Vector2d latLon, float zoom) Options.placementOptions.placementStrategy.SetUpPlacement(this); //Scale the map accordingly. - if (Math.Abs(differenceInZoom) > Constants.EpsilonFloatingPoint) + if (Math.Abs(differenceInZoom) > Constants.EpsilonFloatingPoint || isAtInitialZoom) { _mapScaleFactor = Vector3.one * Mathf.Pow(2, differenceInZoom); - //_mapScaleFactor.y = 1; Root.localScale = _mapScaleFactor; } + _tileProvider.UpdateTileExtent(); if (OnUpdated != null) diff --git a/sdkproject/Assets/Mapbox/Unity/Map/AbstractMapVisualizer.cs b/sdkproject/Assets/Mapbox/Unity/Map/AbstractMapVisualizer.cs index b6b828573..d2dd88916 100644 --- a/sdkproject/Assets/Mapbox/Unity/Map/AbstractMapVisualizer.cs +++ b/sdkproject/Assets/Mapbox/Unity/Map/AbstractMapVisualizer.cs @@ -171,6 +171,7 @@ public virtual void TileStateChanged(UnityTile tile) if (rasterDone && terrainDone && vectorDone) { tile.TileState = MeshGeneration.Enums.TilePropertyState.Loaded; + //tile.gameObject.SetActive(true); // Check if all tiles in extent are active tiles if (_map.CurrentExtent.Count == _activeTiles.Count) diff --git a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Data/UnityTile.cs b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Data/UnityTile.cs index bde44e158..2ed0e8534 100644 --- a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Data/UnityTile.cs +++ b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Data/UnityTile.cs @@ -135,8 +135,21 @@ internal set } } } - - public TilePropertyState TileState = TilePropertyState.None; + private TilePropertyState _tileState = TilePropertyState.None; + public TilePropertyState TileState + { + get + { + return _tileState; + } + set + { + if (_tileState != value) + { + _tileState = value; + } + } + } public event Action OnHeightDataChanged = delegate { }; public event Action OnRasterDataChanged = delegate { }; @@ -165,7 +178,7 @@ internal void Initialize(IMapReadable map, UnwrappedTileId tileId, float scale, gameObject.SetActive(true); IsRecycled = false; - MeshRenderer.enabled = true; + //MeshRenderer.enabled = true; // Setup Loading as initial state - Unregistered @@ -178,7 +191,7 @@ internal void Recycle() if (_loadingTexture && MeshRenderer != null) { MeshRenderer.material.mainTexture = _loadingTexture; - MeshRenderer.enabled = false; + //MeshRenderer.enabled = false; } gameObject.SetActive(false); @@ -200,78 +213,75 @@ internal void Recycle() public void SetHeightData(byte[] data, float heightMultiplier = 1f, bool useRelative = false, bool addCollider = false) { - // HACK: compute height values for terrain. We could probably do this without a texture2d. - if (_heightTexture == null) + if (HeightDataState != TilePropertyState.Unregistered) { - _heightTexture = new Texture2D(0, 0); - } - - _heightTexture.LoadImage(data); - byte[] rgbData = _heightTexture.GetRawTextureData(); + // HACK: compute height values for terrain. We could probably do this without a texture2d. + if (_heightTexture == null) + { + _heightTexture = new Texture2D(0, 0); + } - // Get rid of this temporary texture. We don't need to bloat memory. - _heightTexture.LoadImage(null); + _heightTexture.LoadImage(data); + byte[] rgbData = _heightTexture.GetRawTextureData(); - if (_heightData == null) - { - _heightData = new float[256 * 256]; - } + // Get rid of this temporary texture. We don't need to bloat memory. + _heightTexture.LoadImage(null); - var relativeScale = useRelative ? _relativeScale : 1f; - for (int xx = 0; xx < 256; ++xx) - { - for (int yy = 0; yy < 256; ++yy) + if (_heightData == null) { - float r = rgbData[(xx * 256 + yy) * 4 + 1]; - float g = rgbData[(xx * 256 + yy) * 4 + 2]; - float b = rgbData[(xx * 256 + yy) * 4 + 3]; - _heightData[xx * 256 + yy] = relativeScale * heightMultiplier * Conversions.GetAbsoluteHeightFromColor(r, g, b); + _heightData = new float[256 * 256]; } - } - - if (addCollider && gameObject.GetComponent() == null) - { - gameObject.AddComponent(); - } - - HeightDataState = TilePropertyState.Loaded; - if (_rasterData != null) - { - _meshRenderer.material.mainTexture = _rasterData; - } + var relativeScale = useRelative ? _relativeScale : 1f; + for (int xx = 0; xx < 256; ++xx) + { + for (int yy = 0; yy < 256; ++yy) + { + float r = rgbData[(xx * 256 + yy) * 4 + 1]; + float g = rgbData[(xx * 256 + yy) * 4 + 2]; + float b = rgbData[(xx * 256 + yy) * 4 + 3]; + _heightData[xx * 256 + yy] = relativeScale * heightMultiplier * Conversions.GetAbsoluteHeightFromColor(r, g, b); + } + } - HeightDataState = TilePropertyState.Loaded; + if (addCollider && gameObject.GetComponent() == null) + { + gameObject.AddComponent(); + } - if (_rasterData != null) - { - _meshRenderer.material.mainTexture = _rasterData; + HeightDataState = TilePropertyState.Loaded; } } public void SetRasterData(byte[] data, bool useMipMap, bool useCompression) { // Don't leak the texture, just reuse it. - if (_rasterData == null) + if (RasterDataState != TilePropertyState.Unregistered) { - _rasterData = new Texture2D(0, 0, TextureFormat.RGB24, useMipMap); - _rasterData.wrapMode = TextureWrapMode.Clamp; - } + if (_rasterData == null) + { + _rasterData = new Texture2D(0, 0, TextureFormat.RGB24, useMipMap); + _rasterData.wrapMode = TextureWrapMode.Clamp; + } - _rasterData.LoadImage(data); - if (useCompression) - { - // High quality = true seems to decrease image quality? - _rasterData.Compress(false); - } + _rasterData.LoadImage(data); + if (useCompression) + { + // High quality = true seems to decrease image quality? + _rasterData.Compress(false); + } - MeshRenderer.material.mainTexture = _rasterData; - RasterDataState = TilePropertyState.Loaded; + MeshRenderer.material.mainTexture = _rasterData; + RasterDataState = TilePropertyState.Loaded; + } } public void SetVectorData(VectorTile vectorTile) { - VectorData = vectorTile; + if (VectorDataState != TilePropertyState.Unregistered) + { + VectorData = vectorTile; + } } public float QueryHeightData(float x, float y) diff --git a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/AbstractTileFactory.cs b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/AbstractTileFactory.cs index 93403ee78..d0e6f6d4a 100644 --- a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/AbstractTileFactory.cs +++ b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/AbstractTileFactory.cs @@ -69,6 +69,10 @@ public virtual void Register(UnityTile tile) OnRegistered(tile); } + public virtual void PostProcess(UnityTile tile) + { + OnPostProcess(tile); + } public virtual void Unregister(UnityTile tile) { OnUnregistered(tile); @@ -77,7 +81,7 @@ public virtual void Unregister(UnityTile tile) protected abstract void OnInitialized(); protected abstract void OnRegistered(UnityTile tile); - + protected abstract void OnPostProcess(UnityTile tile); protected abstract void OnUnregistered(UnityTile tile); #region Events diff --git a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/ImageDataFetcher.cs b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/ImageDataFetcher.cs index 04160d50a..640015de4 100644 --- a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/ImageDataFetcher.cs +++ b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/ImageDataFetcher.cs @@ -26,7 +26,7 @@ public void FetchImage(CanonicalTileId canonicalTileId, string mapid, UnityTile { tile.AddTile(rasterTile); } - + rasterTile.Initialize(_fileSource, tile.CanonicalTileId, mapid, () => { if (tile.CanonicalTileId != rasterTile.Id) @@ -37,15 +37,13 @@ public void FetchImage(CanonicalTileId canonicalTileId, string mapid, UnityTile if (rasterTile.HasError) { - tile.RasterDataState = TilePropertyState.Loaded; FetchingError(tile, rasterTile, new TileErrorEventArgs(tile.CanonicalTileId, rasterTile.GetType(), tile, rasterTile.Exceptions)); } else { DataRecieved(tile, rasterTile); - tile.RasterDataState = TilePropertyState.Loaded; } - + }); } } diff --git a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/MapImageFactory.cs b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/MapImageFactory.cs index 47cf0b16a..b557f3bdb 100644 --- a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/MapImageFactory.cs +++ b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/MapImageFactory.cs @@ -54,8 +54,11 @@ private void OnImageRecieved(UnityTile tile, RasterTile rasterTile) { if (tile != null) { - _tilesWaitingResponse.Remove(tile); - tile.SetRasterData(rasterTile.Data, _properties.rasterOptions.useMipMap, _properties.rasterOptions.useCompression); + if (tile.RasterDataState != TilePropertyState.Unregistered) + { + _tilesWaitingResponse.Remove(tile); + tile.SetRasterData(rasterTile.Data, _properties.rasterOptions.useMipMap, _properties.rasterOptions.useCompression); + } } } @@ -64,8 +67,13 @@ protected virtual void OnDataError(UnityTile tile, RasterTile rasterTile, TileEr { if (tile != null) { - _tilesWaitingResponse.Remove(tile); - OnErrorOccurred(e); + if (tile.RasterDataState != TilePropertyState.Unregistered) + { + tile.RasterDataState = TilePropertyState.Error; + _tilesWaitingResponse.Remove(tile); + OnErrorOccurred(e); + } + } } #endregion @@ -110,6 +118,11 @@ protected override void OnUnregistered(UnityTile tile) _tilesWaitingResponse.Remove(tile); } } + + protected override void OnPostProcess(UnityTile tile) + { + + } #endregion } } diff --git a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/TerrainDataFetcher.cs b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/TerrainDataFetcher.cs index b41b42e53..eb0cc5d49 100644 --- a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/TerrainDataFetcher.cs +++ b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/TerrainDataFetcher.cs @@ -26,7 +26,7 @@ public class TerrainDataFetcher : DataFetcher public void FetchTerrain(CanonicalTileId canonicalTileId, string mapid, UnityTile tile = null) { var pngRasterTile = new RawPngRasterTile(); - + pngRasterTile.Initialize(_fileSource, canonicalTileId, mapid, () => { if (tile.CanonicalTileId != pngRasterTile.Id) @@ -37,13 +37,11 @@ public void FetchTerrain(CanonicalTileId canonicalTileId, string mapid, UnityTil if (pngRasterTile.HasError) { - tile.HeightDataState = TilePropertyState.Loaded; FetchingError(tile, pngRasterTile, new TileErrorEventArgs(canonicalTileId, pngRasterTile.GetType(), null, pngRasterTile.Exceptions)); } else { DataRecieved(tile, pngRasterTile); - tile.HeightDataState = TilePropertyState.Loaded; } }); } diff --git a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/TerrainFactoryBase.cs b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/TerrainFactoryBase.cs index f756fa574..b2bd3a22f 100644 --- a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/TerrainFactoryBase.cs +++ b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/TerrainFactoryBase.cs @@ -55,33 +55,8 @@ protected override void OnRegistered(UnityTile tile) Strategy.RegisterTile(tile); tile.HeightDataState = TilePropertyState.Loaded; } - } - //protected override void OnMapUpdate() - //{ - // if (_tilesToFetch.Count > 0 && _tilesWaitingResponse.Count < 10) - // { - // for (int i = 0; i < Math.Min(_tilesToFetch.Count, 5); i++) - // { - // var tile = _tilesToFetch.Dequeue(); - - // if (Strategy is IElevationBasedTerrainStrategy) - // { - // _tilesWaitingResponse.Add(tile); - // DataFetcher.FetchTerrain(tile.CanonicalTileId, _elevationOptions.sourceOptions.Id, tile); - // //we're not calling tile.RemoveFactory here as we're not done with the tile yet - // } - // else - // { - // Strategy.RegisterTile(tile); - // tile.HeightDataState = TilePropertyState.Loaded; - // //TileFinished(new TileProcessFinishedEventArgs(this, tile)); - // } - // } - // } - //} - protected override void OnUnregistered(UnityTile tile) { if (_tilesWaitingResponse.Contains(tile)) @@ -90,6 +65,11 @@ protected override void OnUnregistered(UnityTile tile) } Strategy.UnregisterTile(tile); } + + protected override void OnPostProcess(UnityTile tile) + { + Strategy.PostProcessTile(tile); + } #endregion #region DataFetcherEvents @@ -98,10 +78,12 @@ private void OnTerrainRecieved(UnityTile tile, RawPngRasterTile pngRasterTile) if (tile != null) { _tilesWaitingResponse.Remove(tile); - tile.SetHeightData(pngRasterTile.Data, _elevationOptions.requiredOptions.exaggerationFactor, _elevationOptions.modificationOptions.useRelativeHeight, _elevationOptions.requiredOptions.addCollider); - Strategy.RegisterTile(tile); - tile.gameObject.name += Time.frameCount; - //TileFinished(new TileProcessFinishedEventArgs(this, tile)); + if (tile.HeightDataState != TilePropertyState.Unregistered) + { + tile.SetHeightData(pngRasterTile.Data, _elevationOptions.requiredOptions.exaggerationFactor, _elevationOptions.modificationOptions.useRelativeHeight, _elevationOptions.requiredOptions.addCollider); + Strategy.RegisterTile(tile); + tile.gameObject.name += Time.frameCount; + } } } @@ -110,8 +92,11 @@ private void OnDataError(UnityTile tile, RawPngRasterTile rawTile, TileErrorEven if (tile != null) { _tilesWaitingResponse.Remove(tile); - Strategy.DataErrorOccurred(tile, e); - tile.HeightDataState = TilePropertyState.Error; + if (tile.HeightDataState != TilePropertyState.Unregistered) + { + Strategy.DataErrorOccurred(tile, e); + tile.HeightDataState = TilePropertyState.Error; + } } } #endregion diff --git a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/TerrainStrategies/ElevatedTerrainStrategy.cs b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/TerrainStrategies/ElevatedTerrainStrategy.cs index 6ff9dacf4..1030b2258 100644 --- a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/TerrainStrategies/ElevatedTerrainStrategy.cs +++ b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/TerrainStrategies/ElevatedTerrainStrategy.cs @@ -62,6 +62,14 @@ public override void DataErrorOccurred(UnityTile t, TileErrorEventArgs e) } + public override void PostProcessTile(UnityTile tile) + { + //if (_meshData.ContainsKey(tile.UnwrappedTileId)) + //{ + // FixStitches(tile.UnwrappedTileId, _meshData[tile.UnwrappedTileId]); + // tile.MeshFilter.mesh.RecalculateBounds(); + //} + } #region mesh gen private void CreateBaseMesh(UnityTile tile) { diff --git a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/TerrainStrategies/TerrainStrategy.cs b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/TerrainStrategies/TerrainStrategy.cs index b25dc73da..00c401d48 100644 --- a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/TerrainStrategies/TerrainStrategy.cs +++ b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/TerrainStrategies/TerrainStrategy.cs @@ -22,6 +22,11 @@ public virtual void RegisterTile(UnityTile tile) } + public virtual void PostProcessTile(UnityTile tile) + { + + } + public virtual void UnregisterTile(UnityTile tile) { diff --git a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/VectorDataFetcher.cs b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/VectorDataFetcher.cs index f2139336c..4b0609332 100644 --- a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/VectorDataFetcher.cs +++ b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/VectorDataFetcher.cs @@ -24,7 +24,6 @@ public void FetchVector(CanonicalTileId canonicalTileId, string mapid, UnityTile if (vectorTile.HasError) { FetchingError(tile, vectorTile, new TileErrorEventArgs(tile.CanonicalTileId, vectorTile.GetType(), tile, vectorTile.Exceptions)); - tile.VectorDataState = TilePropertyState.Error; } else { diff --git a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/VectorTileFactory.cs b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/VectorTileFactory.cs index 950ae4494..ab39d44d5 100644 --- a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/VectorTileFactory.cs +++ b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/Factories/VectorTileFactory.cs @@ -152,33 +152,46 @@ protected override void OnUnregistered(UnityTile tile) } } } + + protected override void OnPostProcess(UnityTile tile) + { + + } + #endregion #region DataFetcherEvents private void OnVectorDataRecieved(UnityTile tile, VectorTile vectorTile) { - _tilesWaitingResponse.Remove(tile); - tile.SetVectorData(vectorTile); - - // FIXME: we can make the request BEFORE getting a response from these! - if (tile.HeightDataState == TilePropertyState.Loading || - tile.RasterDataState == TilePropertyState.Loading) - { - tile.OnHeightDataChanged += DataChangedHandler; - tile.OnRasterDataChanged += DataChangedHandler; - } - else + if (tile != null) { - CreateMeshes(tile); + _tilesWaitingResponse.Remove(tile); + if (tile.VectorDataState != TilePropertyState.Unregistered) + { + tile.SetVectorData(vectorTile); + + // FIXME: we can make the request BEFORE getting a response from these! + if (tile.HeightDataState == TilePropertyState.Loading || + tile.RasterDataState == TilePropertyState.Loading) + { + tile.OnHeightDataChanged += DataChangedHandler; + tile.OnRasterDataChanged += DataChangedHandler; + } + else + { + CreateMeshes(tile); + } + } } } - private void DataChangedHandler(UnityTile t) + private void DataChangedHandler(UnityTile tile) { - if (t.RasterDataState != TilePropertyState.Loading && - t.HeightDataState != TilePropertyState.Loading) + if (tile.VectorDataState != TilePropertyState.Unregistered && + tile.RasterDataState != TilePropertyState.Loading && + tile.HeightDataState != TilePropertyState.Loading) { - CreateMeshes(t); + CreateMeshes(tile); } } @@ -187,10 +200,14 @@ private void OnDataError(UnityTile tile, VectorTile vectorTile, TileErrorEventAr if (tile != null) { _tilesWaitingResponse.Remove(tile); - tile.SetVectorData(null); - tile.VectorDataState = TilePropertyState.Error; + if (tile.VectorDataState != TilePropertyState.Unregistered) + { + tile.SetVectorData(null); + tile.VectorDataState = TilePropertyState.Error; + OnErrorOccurred(e); + } } - OnErrorOccurred(e); + } #endregion diff --git a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/LayerVisualizers/LocationPrefabsLayerVisualizer.cs b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/LayerVisualizers/LocationPrefabsLayerVisualizer.cs index bcbe8470a..9e69f4070 100644 --- a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/LayerVisualizers/LocationPrefabsLayerVisualizer.cs +++ b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/LayerVisualizers/LocationPrefabsLayerVisualizer.cs @@ -249,46 +249,45 @@ public override void Create(VectorTileLayer layer, UnityTile tile, ActionTile. private void BuildFeatureFromLatLon(VectorTileLayer layer, UnityTile tile) { - var coordinates = (SubLayerProperties as PrefabItemOptions).coordinates; - - for (int i = 0; i < coordinates.Length; i++) + if (tile.TileState != Enums.TilePropertyState.Unregistered) { - if (String.IsNullOrEmpty(coordinates[i])) - { - return; - } - - //check if the coordinate is in the tile - var coordinate = Conversions.StringToLatLon(coordinates[i]); - var coordinateTileId = Conversions.LatitudeLongitudeToTileId( - coordinate.x, coordinate.y, tile.InitialZoom); + var coordinates = (SubLayerProperties as PrefabItemOptions).coordinates; - if (coordinateTileId.Canonical.Equals(tile.CanonicalTileId)) + for (int i = 0; i < coordinates.Length; i++) { + if (String.IsNullOrEmpty(coordinates[i])) + { + return; + } - //create new vector feature - var feature = new VectorFeatureUnity(); - feature.Properties = new Dictionary(); - feature.Points = new List>(); + //check if the coordinate is in the tile + var coordinate = Conversions.StringToLatLon(coordinates[i]); + var coordinateTileId = Conversions.LatitudeLongitudeToTileId( + coordinate.x, coordinate.y, tile.InitialZoom); - //create submesh for feature - var latLonPoint = new List(); + if (coordinateTileId.Canonical.Equals(tile.CanonicalTileId)) + { + //create new vector feature + var feature = new VectorFeatureUnity(); + feature.Properties = new Dictionary(); + feature.Points = new List>(); - //add point to submesh, and submesh to feature - latLonPoint.Add(Conversions.LatitudeLongitudeToUnityTilePosition(coordinate, tile.CurrentZoom, tile.TileScale, layer.Extent).ToVector3xz()); - feature.Points.Add(latLonPoint); + //create submesh for feature + var latLonPoint = new List(); - //pass valid feature.Data to modifiers - //this data has no relation to the features being drawn - feature.Data = layer.GetFeature(0); + //add point to submesh, and submesh to feature + latLonPoint.Add(Conversions.LatitudeLongitudeToUnityTilePosition(coordinate, tile.CurrentZoom, tile.TileScale, layer.Extent).ToVector3xz()); + feature.Points.Add(latLonPoint); - //pass the feature to the mod stack - base.Build(feature, tile, tile.gameObject); + //pass valid feature.Data to modifiers + //this data has no relation to the features being drawn + feature.Data = layer.GetFeature(0); + //pass the feature to the mod stack + base.Build(feature, tile, tile.gameObject); + } } - } } - } } diff --git a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/LayerVisualizers/VectorLayerVisualizer.cs b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/LayerVisualizers/VectorLayerVisualizer.cs index 39a167331..74ab3a1f0 100644 --- a/sdkproject/Assets/Mapbox/Unity/MeshGeneration/LayerVisualizers/VectorLayerVisualizer.cs +++ b/sdkproject/Assets/Mapbox/Unity/MeshGeneration/LayerVisualizers/VectorLayerVisualizer.cs @@ -387,7 +387,7 @@ protected IEnumerator ProcessLayer(VectorTileLayer layer, UnityTile tile, Unwrap for (int i = 0; i < featureCount; i++) { //checking if tile is recycled and changed - if (tile.UnwrappedTileId != tileId) + if (tile.UnwrappedTileId != tileId || tile.TileState == Enums.TilePropertyState.Unregistered) { yield break; } diff --git a/sdkproject/Assets/Mapbox/Unity/SourceLayers/MapboxDefaultStyles.cs b/sdkproject/Assets/Mapbox/Unity/SourceLayers/MapboxDefaultStyles.cs index b273298ee..1436b80ef 100644 --- a/sdkproject/Assets/Mapbox/Unity/SourceLayers/MapboxDefaultStyles.cs +++ b/sdkproject/Assets/Mapbox/Unity/SourceLayers/MapboxDefaultStyles.cs @@ -122,8 +122,8 @@ public static GeometryMaterialOptions AssignAssets(GeometryMaterialOptions geome AtlasInfo atlas = Resources.Load(styleAssetPathBundle.atlasPath, typeof(AtlasInfo)) as AtlasInfo; ScriptablePalette palette = Resources.Load(styleAssetPathBundle.palettePath, typeof(ScriptablePalette)) as ScriptablePalette; - geometryMaterialOptions.materials[0].Materials[0] = topMaterial; - geometryMaterialOptions.materials[1].Materials[0] = sideMaterial; + geometryMaterialOptions.materials[0].Materials[0] = new Material(topMaterial); + geometryMaterialOptions.materials[1].Materials[0] = new Material(sideMaterial); geometryMaterialOptions.atlasInfo = atlas; geometryMaterialOptions.colorPalette = palette; diff --git a/sdkproject/Assets/MapboxAR/Examples/Scenes/TabletopAR.unity b/sdkproject/Assets/MapboxAR/Examples/Scenes/TabletopAR.unity index a9e78c239..d4c39b8cd 100644 --- a/sdkproject/Assets/MapboxAR/Examples/Scenes/TabletopAR.unity +++ b/sdkproject/Assets/MapboxAR/Examples/Scenes/TabletopAR.unity @@ -412,6 +412,31 @@ Prefab: propertyPath: _panSpeed value: 0.5 objectReference: {fileID: 0} + - target: {fileID: 114378541491328834, guid: c0ce4c9dacbd84ff09f18011abded7e6, + type: 2} + propertyPath: _vectorData._layerProperty.vectorSubLayers.Array.data[0].presetFeatureType + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 114378541491328834, guid: c0ce4c9dacbd84ff09f18011abded7e6, + type: 2} + propertyPath: _options.extentOptions.rangeAroundTransformOptions.disposeBuffer + value: 2 + objectReference: {fileID: 0} + - target: {fileID: 114378541491328834, guid: c0ce4c9dacbd84ff09f18011abded7e6, + type: 2} + propertyPath: _initializeOnStart + value: 1 + objectReference: {fileID: 0} + - target: {fileID: 114378541491328834, guid: c0ce4c9dacbd84ff09f18011abded7e6, + type: 2} + propertyPath: _options.tileMaterial + value: + objectReference: {fileID: 2100000, guid: ef6b4a925b8854a94acb4dc94dcc3d95, type: 2} + - target: {fileID: 114378541491328834, guid: c0ce4c9dacbd84ff09f18011abded7e6, + type: 2} + propertyPath: _options.extentOptions.extentType + value: 2 + objectReference: {fileID: 0} m_RemovedComponents: [] m_ParentPrefab: {fileID: 100100000, guid: c0ce4c9dacbd84ff09f18011abded7e6, type: 2} m_IsPrefabParent: 0 diff --git a/sdkproject/Assets/MapboxAR/Examples/Scenes/WorldScaleAR-ManualAlignment.unity b/sdkproject/Assets/MapboxAR/Examples/Scenes/WorldScaleAR-ManualAlignment.unity index a0c8dc3e5..08afbfb60 100644 --- a/sdkproject/Assets/MapboxAR/Examples/Scenes/WorldScaleAR-ManualAlignment.unity +++ b/sdkproject/Assets/MapboxAR/Examples/Scenes/WorldScaleAR-ManualAlignment.unity @@ -371,6 +371,11 @@ Prefab: propertyPath: m_RootOrder value: 0 objectReference: {fileID: 0} + - target: {fileID: 114081268807403756, guid: 840fafd579d474d53ba0a6b55a3f7a89, + type: 2} + propertyPath: _options.tileMaterial + value: + objectReference: {fileID: 2100000, guid: b9f23e9bce724fa4daac57ecded470b8, type: 2} m_RemovedComponents: [] m_ParentPrefab: {fileID: 100100000, guid: 840fafd579d474d53ba0a6b55a3f7a89, type: 2} m_IsPrefabParent: 0 diff --git a/sdkproject/Assets/MapboxAR/Examples/Scenes/WorldScaleAR.unity b/sdkproject/Assets/MapboxAR/Examples/Scenes/WorldScaleAR.unity index 3466e2c15..b15659a0e 100644 --- a/sdkproject/Assets/MapboxAR/Examples/Scenes/WorldScaleAR.unity +++ b/sdkproject/Assets/MapboxAR/Examples/Scenes/WorldScaleAR.unity @@ -192,6 +192,11 @@ Prefab: propertyPath: m_AnchoredPosition.y value: 0 objectReference: {fileID: 0} + - target: {fileID: 114673356928061534, guid: 35e76f6e52f5c4252a0b703cc2019a37, + type: 2} + propertyPath: _options.tileMaterial + value: + objectReference: {fileID: 2100000, guid: b9f23e9bce724fa4daac57ecded470b8, type: 2} m_RemovedComponents: [] m_ParentPrefab: {fileID: 100100000, guid: 35e76f6e52f5c4252a0b703cc2019a37, type: 2} m_IsPrefabParent: 0 diff --git a/sdkproject/Assets/Resources.meta b/sdkproject/Assets/Resources.meta new file mode 100644 index 000000000..3543acb15 --- /dev/null +++ b/sdkproject/Assets/Resources.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 6c7f7345a2ce049d9b39d8ee2f388854 +folderAsset: yes +timeCreated: 1522933685 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/sdkproject/ProjectSettings/ProjectSettings.asset b/sdkproject/ProjectSettings/ProjectSettings.asset index d1b26ace6..1db742b62 100644 --- a/sdkproject/ProjectSettings/ProjectSettings.asset +++ b/sdkproject/ProjectSettings/ProjectSettings.asset @@ -3,11 +3,10 @@ --- !u!129 &1 PlayerSettings: m_ObjectHideFlags: 0 - serializedVersion: 15 + serializedVersion: 14 productGUID: ca1e7757fee7043e7acc315135f2969e AndroidProfiler: 0 AndroidFilterTouchesWhenObscured: 0 - AndroidEnableSustainedPerformanceMode: 0 defaultScreenOrientation: 4 targetDevice: 0 useOnDemandResources: 0 @@ -65,6 +64,7 @@ PlayerSettings: preserveFramebufferAlpha: 0 disableDepthAndStencilBuffers: 0 androidBlitType: 0 + defaultIsFullScreen: 1 defaultIsNativeResolution: 1 macRetinaSupport: 1 runInBackground: 1 @@ -91,7 +91,8 @@ PlayerSettings: visibleInBackground: 0 allowFullscreenSwitch: 1 graphicsJobMode: 0 - fullscreenMode: 1 + macFullscreenMode: 2 + d3d11FullscreenMode: 1 xboxSpeechDB: 0 xboxEnableHeadOrientation: 0 xboxEnableGuest: 0 @@ -107,17 +108,25 @@ PlayerSettings: xboxOneLoggingLevel: 1 xboxOneDisableEsram: 0 xboxOnePresentImmediateThreshold: 0 - switchQueueCommandMemory: 0 videoMemoryForVertexBuffers: 0 psp2PowerMode: 0 psp2AcquireBGM: 1 + wiiUTVResolution: 0 + wiiUGamePadMSAA: 1 + wiiUSupportsNunchuk: 0 + wiiUSupportsClassicController: 0 + wiiUSupportsBalanceBoard: 0 + wiiUSupportsMotionPlus: 0 + wiiUSupportsProController: 0 + wiiUAllowScreenCapture: 1 + wiiUControllerCount: 0 m_SupportedAspectRatios: 4:3: 1 5:4: 1 16:10: 1 16:9: 1 Others: 1 - bundleVersion: 1.4.4 + bundleVersion: 1.4.5 preloadedAssets: [] metroInputSource: 0 wsaTransparentSwapchain: 0 @@ -138,7 +147,6 @@ PlayerSettings: hololens: depthFormat: 1 depthBufferSharingEnabled: 0 - enable360StereoCapture: 0 oculus: sharedDepthBuffer: 0 dashSupport: 0 @@ -171,7 +179,9 @@ PlayerSettings: APKExpansionFiles: 0 keepLoadedShadersAlive: 0 StripUnusedMeshComponents: 0 - VertexChannelCompressionMask: 214 + VertexChannelCompressionMask: + serializedVersion: 2 + m_Bits: 4294901998 iPhoneSdkVersion: 988 iOSTargetOSVersionString: 11.2 tvOSSdkVersion: 0 @@ -200,7 +210,6 @@ PlayerSettings: tvOSSmallIconLayers: [] tvOSSmallIconLayers2x: [] tvOSLargeIconLayers: [] - tvOSLargeIconLayers2x: [] tvOSTopShelfImageLayers: [] tvOSTopShelfImageLayers2x: [] tvOSTopShelfImageWideLayers: [] @@ -234,15 +243,9 @@ PlayerSettings: appleDeveloperTeamID: iOSManualSigningProvisioningProfileID: tvOSManualSigningProvisioningProfileID: - iOSManualSigningProvisioningProfileType: 0 - tvOSManualSigningProvisioningProfileType: 0 appleEnableAutomaticSigning: 0 - iOSRequireARKit: 0 - appleEnableProMotion: 0 clonedFromGUID: 00000000000000000000000000000000 - templatePackageId: - templateDefaultScene: - AndroidTargetArchitectures: 5 + AndroidTargetDevice: 0 AndroidSplashScreenScale: 0 androidSplashScreen: {fileID: 0} AndroidKeystoreName: @@ -266,7 +269,6 @@ PlayerSettings: m_Width: 128 m_Height: 128 m_Kind: 45287 - m_BuildTargetPlatformIcons: [] m_BuildTargetBatching: - m_BuildTarget: iPhone m_StaticBatching: 0 @@ -345,8 +347,25 @@ PlayerSettings: m_EncodingQuality: 1 - m_BuildTarget: PS4 m_EncodingQuality: 1 + wiiUTitleID: 0005000011000000 + wiiUGroupID: 00010000 + wiiUCommonSaveSize: 4096 + wiiUAccountSaveSize: 2048 + wiiUOlvAccessKey: 0 + wiiUTinCode: 0 + wiiUJoinGameId: 0 + wiiUJoinGameModeMask: 0000000000000000 + wiiUCommonBossSize: 0 + wiiUAccountBossSize: 0 + wiiUAddOnUniqueIDs: [] + wiiUMainThreadStackSize: 3072 + wiiULoaderThreadStackSize: 1024 + wiiUSystemHeapSize: 128 + wiiUTVStartupScreen: {fileID: 0} + wiiUGamePadStartupScreen: {fileID: 0} + wiiUDrcBufferDisabled: 0 + wiiUProfilerLibPath: playModeTestRunnerEnabled: 1 - runPlayModeTestAsEditModeTest: 0 actionOnDotNetUnhandledException: 1 enableInternalProfiler: 0 logObjCUncaughtExceptions: 1 @@ -467,7 +486,6 @@ PlayerSettings: switchAllowsRuntimeAddOnContentInstall: 0 switchDataLossConfirmation: 0 switchSupportedNpadStyles: 3 - switchNativeFsCacheSize: 32 switchSocketConfigEnabled: 0 switchTcpInitialSendBufferSize: 32 switchTcpInitialReceiveBufferSize: 64 @@ -523,7 +541,6 @@ PlayerSettings: ps4pnFriends: 1 ps4pnGameCustomData: 1 playerPrefsSupport: 0 - enableApplicationExit: 0 restrictedAudioUsageRights: 0 ps4UseResolutionFallback: 0 ps4ReprojectionSupport: 0 @@ -594,6 +611,7 @@ PlayerSettings: psp2InfoBarOnStartup: 0 psp2InfoBarColor: 0 psp2ScriptOptimizationLevel: 0 + psmSplashimage: {fileID: 0} splashScreenBackgroundSourceLandscape: {fileID: 0} splashScreenBackgroundSourcePortrait: {fileID: 0} spritePackerPolicy: DefaultPackerPolicy @@ -607,8 +625,8 @@ PlayerSettings: webGLTemplate: APPLICATION:Default webGLAnalyzeBuildSize: 0 webGLUseEmbeddedResources: 0 + webGLUseWasm: 0 webGLCompressionFormat: 1 - webGLLinkerTarget: 0 scriptingDefineSymbols: 1: CROSS_PLATFORM_INPUT 4: CROSS_PLATFORM_INPUT;MOBILE_INPUT @@ -622,9 +640,7 @@ PlayerSettings: Standalone: 0 WebGL: 1 iOS: 1 - il2cppCompilerConfiguration: {} incrementalIl2cppBuild: {} - allowUnsafeCode: 0 additionalIl2CppArgs: scriptingRuntimeVersion: 0 apiCompatibilityLevelPerPlatform: {} diff --git a/sdkproject/ProjectSettings/ProjectVersion.txt b/sdkproject/ProjectSettings/ProjectVersion.txt index 3c3649262..92ba35aa0 100644 --- a/sdkproject/ProjectSettings/ProjectVersion.txt +++ b/sdkproject/ProjectSettings/ProjectVersion.txt @@ -1 +1 @@ -m_EditorVersion: 2017.4.2f2 +m_EditorVersion: 2018.1.2f1