I have got data from mapbox to create map in unity. When it comes to changing buildings, I don't know how to handle it.
Currently I want to change the model for the buildings.
Kind of like creating a list of prefabs and then replacing the existing buildings.
can anyone help?
it's a bit of a large question. But this tutorial explains how to customize the look of the 3D buildings.
Related
I'm currently experimenting with the Mapbox Unity plugin and I need to remove the water tiles from the generated terrain to use a custom water solution.
I've read in the API documentation that there is the class "AbstractTileFactory" that allows developers to "create a custom factory to fetch raw data and process it in a custom way, like creating terrain and then cut off water areas from terrain mesh."
I don't get it how to use it and I found no usage example, could someone out me in the right direction?
I tried to expand around the "AbstractTileFactory" class but don't know exactly where to start.
What is the best software to create a 3d model of the earth, in which the user can rotate and zoom in. When the tap on a location, it creates a pinpoint to mark it. How would I go about this? I am new to 3d models, so any help is greatly appreciated. I want to place this model into an iOS app (Xcode).
You are asking a lot and I think you should try doing it yourself first. If this seems hard, try searching for a tutorial.
Here is briefly what you should do and a link to a tutorial, post or thread to all of the steps:
1. Create a model of earth and apply a texture on top of it.
If you want to create your own model, I suggest you use blender, which is what I personally like the most of all 3D editing softwares currently available. Blender Guru has an awesome beginner course about blender.
If don't want to create your model all by yourself, TurboSquid has a ton of free models for you.
(Even nasa has made a 3D model of the earth!)
2. Implement a camera orbit feature
This can be hard for beginners like you and me, but luckily Emma Prats has an amazing tutorial about it!
3. Implement code to instantiate objects on top of earth
This thread should help.
If you need help on something, make sure to post it here and we (the community) will try to help!
I'm trying to work on a project in Unity that uses augmented reality to make images be tattooed on a person's skin. I have searched for options but have not found anything that is appropriate for the project. Only placing 3D objects on a object, but not making it looked like the image is tattooed. I know that this is possible as I have encountered an app that does this exactly. What I like to know is how to do this. Can someone help please? Thank you very much.
Currently, I know that Vuforia can track objects that are scanned in the targets database. This means that if I wanted to recognize many objects, I have to scan each of them and upload them into the database.
Here’s what I want to create. I want to create an app using Unity that can recognize and track simple shapes (such as a rectangular box or a spherical ball) disregarding the size. For example, the app should be able to recognize a small Kleenex box as well as a big shipping box.
Is it possible to recognize these shapes with minimal object targets (e.g. recognize all rectangular objects with one object target)? If so, how can I set up vuforia to do so? I understand that this question may be confusing to understand, and I will do my best to elaborate more clearly. Thanks so much!
I'd like to implement indoor navigation application using Unity3d on Project Tango.
Could anyone share me the train of thought about this?
My rough idea shows below:
Get the whole build mesh by Tango Constructor
Import into Unity3d as .obj
Bark whole mesh as Navmesh
Name and Mark all interested address or position with ADF together and save with Navmesh
Program UI to receive the start/end address and generate the navigation path dynamically.
Use AR mark and add on the navigation path floor plane.
Please correct my thoughts and share your experience, I am newbie on Unity3d/Tango.
I am doing what you are doing but without the navmesh and ADF. What you might want to consider is reducing the poly count of the 3D obj using a program like Meshlab. I dont know if they fixed that in the Mira release but previously a 'small' room would yield something like.. 1.2 million triangles which I can only assume would slow down your navmesh quite a bit.
With navmesh, generation navigation should be very easy! so I think 1, 2, 3, 5 and 6 are no problem at all.
however nr 4, I have no idea if it works. This you must explore on your own. Naming/marking an adress using ADF? You are thinking it will recognize itself in the environment and then providing the adress? How will it save it with the navmesh? I am sure you will be able to make it work.
good luck.