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Create a Landmarks compatible Environment from scratch
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Create a new environment from scratch (click to open or right-click and open in a new tab/window):

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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. Note: MapTestPlaceHolders is no longer used. -
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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To randomly populate targets at startup: Use the transforms provided above, set the TargetObjects parent GameObject's transform to be outside the environment (x: 0, y: 0, z: 700), and move on to the next step.
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To persistent startup locations for each target: Adjust the transform so that each target object is at the desired location (e.g., the ones shown for the TargetLocations in step 7) and skip step 7 (i.e., do not create any child objects of TargetLocations).
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Specify the possible locations for target objects within the environment (for random population of targets at startup only).
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NOTE: There may be more child objects of
TargetObjectsthan of `TargetLocations,' but the reverse is not allowed (i.e., # of child objects in TargetObjects >= # of child objects in TargetLocations). -
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.
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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

















