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Create a Landmarks compatible Environment from scratch
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From the Unity editor window, select File > New Scene
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Delete everything from the scene's hierarchy (Main Camera and Directional Light)
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Drag and drop the
_Landmarks_prefab (Assets/Landmarks/Prefabs/) into the hierarchy -
Locate the
LM_EnvironmentGameObject, a child of our new_Landmarks_GameObject, and expand it to view children -
Populate the environment with filler props
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Click on the existing
filler_propsGameObject. Select "Create Empty" and rename this new child offiller_propsto "NonTargetProps"-
Right click our new
NonTargetPropsGameObject and select "3D Object > Cube"- Click on our new
CubeGameObject and, under the Transform component, set the Position (-12.5, 5, 13.8) and Scale (5, 10, 5)
- Click on our new
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Right click the
Cubeobject we just created and select "Duplicate" (repeat this process until there are 5 copies) -
In the inspector, under Transform, set the Position of each cube GameObject (functionally, these GameObjects can be located anywhere in the environment)
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In the project window, navigate to Assets/Landmarks/Materials/ then drag and drop the SimpleSample_Pillar material onto each cube that we just created
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Right click the
filler_propsGameObject. Select "Create Empty" and rename this new child of filler_props to "Walls"-
Right click our new
WallsGameObject, select "3D Object > Cube", and change the name of this GameObject to "C"-
In the inspector window, set the values for the Transform component of the
CGameObject -
In the project window, navigate to Assets/Landmarks/Materials/ then drag and drop the
SimpleSample_CyanWallmaterial onto the GameObject that we just created
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Right click the Walls GameObject again, select "3D Object > Cube", and change the name of this GameObject to "M"
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In the inspector window, set the values for the Transform component of the
MGameObject -
In the project window, navigate to Assets/Landmarks/Materials/ then drag and drop the
SimpleSample_MagentaWallmaterial onto the GameObject that we just created
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Right click the Walls GameObject again, select "3D Object > Cube", and change the name of this GameObject to "Y"
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In the inspector window, set the values for the Transform component of the
YGameObject -
In the project window, navigate to Assets/Landmarks/Materials/ then drag and drop the
SimpleSample_YellowWallmaterial onto the GameObject that we just created
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Right click the Walls GameObject again, select "3D Object > Cube", and change the name of this GameObject to "K"
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In the inspector window, set the values for the Transform component of the
KGameObject -
In the project window, navigate to Assets/Landmarks/Materials/ then drag and drop the
SimpleSample_BlackWallmaterial onto the GameObject that we just created
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Right click the filler_props GameObject. Select "3D Object > Cube" and rename this new child of
filler_propsto "terrain"-
In the inspector window, set the values for the Transform component of the
terrainGameObject -
In the project window, navigate to Assets/Landmarks/Materials/ then drag and drop the
SimpleSample_MarbleFloormaterial onto the terrain GameObject we just created.
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Create target objects for navigation and other tasks
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Right-click on the existing
TargetObjectsGameObject, select "3D Object > Sphere", and rename this new child "Red Sphere"-
In the inspector window, set the values for the Transform component of the
Red SphereGameObject -
In the project window, navigate to Assets/Landmarks/Materials/ then drag and drop the
SimpleSample_RedSpherematerial onto theRed SphereGameObject in the hierarchy.
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Right-click on the existing
TargetObjectsGameObject, select "3D Object > Capsule", and rename this new child "Blue Capsule"-
In the inspector window, set the values for the Transform component of the
Blue CapsuleGameObject -
In the project window, navigate to Assets/Landmarks/Materials/ then drag and drop the
SimpleSample_BlueCapsulematerial onto theBlue CapsuleGameObject in the hierarchy.
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Right-click on the existing
TargetObjectsGameObject, select "3D Object > Cylinder", and rename this new child "Green Cylinder"-
In the inspector window, set the values for the Transform component of the
Green CylinderGameObject -
In the project window, navigate to Assets/Landmarks/Materials/ then drag and drop the
SimpleSample_GreenCylindermaterial onto theGreen CylinderGameObject in the hierarchy.
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NOTE: Using the transforms provided, the target objects will appear far outside the environment in the Scene view. This is because the parent Transform,
TargetObjects, has a z-value position of 600, which places any objects effectively 600m from the origin in world space. This is because Landmarks places the targets as part of its initialization procedure, allowing for random placement of targets at specified target locations, if desired)
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Specify the possible locations for target objects within the environment (random assignment of target locations to target objects, if desired). You may create as many starting locations as you need, provided that there are at least as many child objects of
TargetObjectsas there are inTargetLocations. NOTE: Landmarks does allow for there to be more child objects ofTargetObjectsthan there are inTargetLocations. This allows users to sample a subset of targets from a larger collection.- Right click on the
TargetLocationsGameObject and select "Create Empty". Repeat this process two more times so that there are three children ofTargetLocations. Rename these GameObjects, "Target01", "Target02", and "Target03", respectively. Use the following values for the Transform component of each object.
- Right click on the
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Create a row of placeholder objects (Facilitates any task where target objects are removed from the environment and placed outside it, such as
TASK_Mappit)- Right click on the
MapTestPlaceHoldersGameObject and select "Create Empty". Repeat this process two more times so that there are three children ofMapTestPlaceHolders(one for each child ofTargetObjects). Rename these GameObjects, "PlaceHolder01", "PlaceHolder02", and "PlaceHolder03", respectively. Use the following values for the Transform component of each object.
- Right click on the
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Specify locations in the environment where the player will be spawned (i.e., starting locations)
- Right click on the
NavigationStartingLocationsGameObject and select "Create Empty". Repeat this process two more times so that there are three children ofNavigationStartingLocations(one for each child ofTargetObjects). Rename these GameObjects, "StartLoc01", "StartLoc02", and "StartLoc03", respectively. Use the following values for the Transform component of each object.
- Right click on the















