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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 the
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 `Cube` object 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)




* In the project window, navigate to Assets/Landmarks/Materials/ then drag and drop the SimpleSample_Pillar material onto each cube that we just created
* Right click the `filler_props` GameObject. Select "Create Empty" and rename this new child of filler_props to "Walls"
* Right click our new `Walls` GameObject, select "3D Object > Cube", and change the name of this GameObject to "C"
* In the inspector window, under Transform, set the Position (0.5, 3.05, 24.5), Rotation (0, 0, 0), and Scale (49, 6, 1)
* In the project window, navigate to Assets/Landmarks/Materials/ then drag and drop the `SimpleSample_CyanWall` material onto the GameObject that we just created
* Right click the Walls GameObject again, select "3D Object > Cube", and change the name of this GameObject to "M"
* In the inspector window, under Transform, set the Position (25.5, 3.05, 0), Rotation (0, 90, 0), and Scale (50, 6, 1)
* In the project window, navigate to Assets/Landmarks/Materials/ then drag and drop the `SimpleSample_MagentaWall` material onto the GameObject that we just created
* Right click the Walls GameObject again, select "3D Object > Cube", and change the name of this GameObject to "Y"
* In the inspector window, under Transform, set the Position (-24.5, 3.05, 0), Rotation (0, 90, 0), and Scale (50, 6, 1)
* In the project window, navigate to Assets/Landmarks/Materials/ then drag and drop the `SimpleSample_YellowWall` material onto the GameObject that we just created
* Right click the Walls GameObject again, select "3D Object > Cube", and change the name of this GameObject to "K"
* In the inspector window, under Transform, set the Position (0.5, 3.05, -24.5), Rotation (0, 0, 0), and Scale (49, 6, 1)
* In the project window, navigate to Assets/Landmarks/Materials/ then drag and drop the `SimpleSample_BlackWall` material onto the GameObject that we just created
* Right click the filler_props GameObject. Select "3D Object > Cube" and rename this new child of filler_props to "terrain"
* Click on our new `terrain` GameObject and, under the Transform component, set the Scale (50, 0.01, 50)
* In the project window, navigate to Assets/Landmarks/Materials/ then drag and drop the `SimpleSample_MarbleFloor` material onto the terrain GameObject we just created.
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Create target objects for navigation and other tasks
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Specify the possible locations for target objects within the environment (random assignment of target locations to target objects, if desired)
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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) -
Specify locations in the environment where the player will be spawned (i.e., starting locations)








