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cesium-unity-samples's Issues

Low fidelity building models on mac and iOS

image

When I was runing the project on mac and iOS devices, all building models were in low fidelity mode. I didn't change anything in the project. How can I get high fidelity building models?

My environment:

Unity 2021.3.22f1
macOS 12.6
iPhone 13 Pro
iOS 16.3.1

Some questions。

I really like this application
The compilation of the unity project fails
Looking forward to the next version

Null Reference Exception when Loading Tileset from Disk

I have a tileset that successfully loads in versions 0.2.0 and 0.1.2 when the path on disk is entered as the URL for a Blank 3DTiles component following these instructions.

In release version 0.3.0 of this project, the following exception is printed in the Unity console when attempting to load this tileset. This prevents the project from loading the tileset models, and prevents navigating to the tileset location.

NullReferenceException: Object reference not set to an instance of an object
Reinterop.ReinteropInitializer.System_Collections_Generic_Dictionary5Hx6c0Eu2sl__zevLSSpjKA_CallGetEnumerator_1B2M2Y8AsgTpgAmY7PhCfg (System.IntPtr thiz) (at Library/PackageCache/[email protected]/Runtime/generated/Reinterop/Reinterop.RoslynSourceGenerator/ReinteropInitializer.cs:32197)
(wrapper native-to-managed) Reinterop.ReinteropInitializer.System_Collections_Generic_Dictionary5Hx6c0Eu2sl__zevLSSpjKA_CallGetEnumerator_1B2M2Y8AsgTpgAmY7PhCfg(intptr)
Reinterop.ReinteropInitializer+ActionA2lFbwI_1jdffaYu1u_OZgNativeFunction.Invoke (UnityEngine.AsyncOperation obj) (at Library/PackageCache/[email protected]/Runtime/generated/Reinterop/Reinterop.RoslynSourceGenerator/ReinteropInitializer.cs:31811)
UnityEngine.AsyncOperation.InvokeCompletionEvent () (at <88d854ea2c91426ebc464f01cd71aa85>:0)

support for webgl build

Do you intend to make this plugin compatible with webgl build? Because for now I've to compile in it in webgl and couldn't succeed.
I would love to have the ability to compile it in webgl and various desktops.

Restructure project directory to enable easier asset migration

The way that the /Assets/ directory is currently structured can cause organizational issues down the line, and may make it more difficult for users to import the sample assets into their own projects.

Issue

It's common to import a variety of asset packages into a Unity project, and by default new packages are merged directly into the top-level Assets folder. We can see an example of this in the directory for this project - the StarterAssets, TextMeshPro, and XR content folders. If you import a package with a directory name that already exists in your project, the new directory will be merged into your existing directory.

This becomes an issue if you import the Cesium for Unity Samples into another project that keeps its assets in the top-level directory, or vice versa. If the user keeps all their levels in /Assets/Scenes/, the Cesium for Unity Samples scenes will also end up in that folder. This is typically not desired and it can be a pain to sort through directories and separate things back out.

Another complication of the current structure is that it's hard to understand what is actually part of the Cesium for Unity Samples. For example, currently only the Scenes, Settings, and CesiumForUnitySamples folder actually contain content that Cesium created (as far as I know). The "Samples" folder isn't Cesium for Unity Samples, it appears to be XR Interaction Toolkit samples. When we direct users to the samples, it's also important that we direct them on where to look to find the project's main assets.

Recommendation

My recommendation is based on best practices that I have learned while developing games in Unity.

  • Nest all assets that we have created into the CesiumForUnitySamples folder. This will help distinguish the Cesium content from other project imports that we did not create, such as TextMeshPro.
    The new directory structure would resemble the following:
Assets
+---CesiumForUnitySamples
|   +---Scenes
|   +---Settings
|   +---Prefabs
|   +---[Any other folders we may add in the future, such as Materials]
+---TextMeshPro
+---[Other imported assets]
  • Leave imported assets such as TMP, XR on the top level (Unless we have modified them after importing). This avoids possible duplication of imports when moving between projects.
  • Additionally, for the folders "Samples" and "TutorialInfo", we should delete them if not needed, or rename them according to their contents. ("Samples" would become "XRToolkitSamples" or "XRInteractionToolkit/Samples". I don't know what the purpose of the TutorialInfo folder is.)

Implementation note: Restructuring directories can cause problems if there are active branches at the time of the restructure. It will be easiest if we can complete this when there are no outstanding PRs or active branches. The change should be very quick.

UI tabletop-like Map

Hello,

I am currently developing an app for magic leap 2 ar glasses. Is it possible to create something like a small UI tabletop map using cesium sdk or should i look for alternatives? i am asking this because in all the demo scenes the map is covering the entire scene as it is intented for a full immersive experience.

🥽 1️⃣ VR Level 1 - Denver Photogrammetry - Crashing Every Time On Oculus Quest 2

Not sure what is the best way to run this sample project.

  • It runs in the Unity Editor no problem
  • It builds the apk without issues
  • It either crashes fairly quickly when launching on the headset or after moving around a little bit (once the scene loads)

I have played quite a bit with the different parameters on the Aerometrex Denver Photogrammetry GameObject, but cannot seem to find the right things to tweak?

Render costum LineString

Hello all,
is it possible to display a LineString (WGS84) in a Cesium Unity world? The LineString comes from a routing engine (via http get request) and should allow to navigate from one place to another.

Support for pre-existing projects

Hi, there! I've been using the platform ever since Cesium for Unreal was launched and even had a Cesium blog article written about a game I'm developing. I just want to ask if there's a more convenient way to download Cesium for Unity (with the samples or URP support)? I simply just want to add Cesium to my already-existing project and work with it from there. A few suggestions I have for doing this would be

  1. Add Cesium for Unity as an Editor Extension on the Unity Asset Store.
  2. Export Cesium for Unity as a .unitypackage (Right-click in the Editor and click on Export Package)

I don't know if Cesium is already in the process of doing this, or isn't all that familiar with the software, but I hope these suggestions help for you either way! I look forward in seeing where this plugin goes.

Sincerely,
B. Santos, DBA Radiointeractive
Developer, Three Mile Island

PackageManager

https://unity.pkg.cesium.com
Access denied
"Cannot connect to 'github.com' (error code: ECONNRESET). Verify your environment firewall policies allow connection to this host name. lfour system is behind a proxy, verify your proxy environment varlables (HTTP_PROXY and HTTPS_PROXY) are properly set."

CesiumCreditSystemUI - ArgumentNullException

Using latest Cesium release v1.3.2:

ArgumentNullException: Value cannot be null.
Parameter name: e
UnityEngine.UIElements.UQueryExtensions.Q (UnityEngine.UIElements.VisualElement e, System.String name, System.String className) (at <fe7a0fa708534184bcd39b65327ff33e>:0)
CesiumForUnity.CesiumCreditSystemUI.OnEnable () (at Library/PackageCache/com.cesium.unity@1.3.1/Runtime/CesiumCreditSystemUI.cs:51)

Package installation fails on Windows 10

I'm getting the following error when trying to install this on Windows 10

error CS0016: Could not write to output file 'C:\Users\runneradmin\AppData\Local\Temp\09094c8b-c05b-4ac9-ba57-e1c9f8000f72\generated\Runtime\Unity.SourceGenerators\Unity.MonoScriptGenerator.MonoScriptInfoGenerator\AssemblyMonoScriptTypes.gen.cs' -- 'Could not find a part of the path 'C:\Users\runneradmin\AppData\Local\Temp\09094c8b-c05b-4ac9-ba57-e1c9f8000f72\generated\Runtime\Unity.SourceGenerators\Unity.MonoScriptGenerator.MonoScriptInfoGenerator\AssemblyMonoScriptTypes.gen.cs'.'

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