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Create and upload a region
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[[File:Howtocreateashopbanner.jpg]]
  
==[[Link Space and Unity]]==
 
  
[[Link Space and Unity]]
 
  
* Grab an API key from https://curator.sine.space/ and link it to your Unity project.
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There are different ways to build regions in space.  
* Download and import the Space Editor Pack prefab into your Unity project.
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==[[Basic Scene Set Up]]==
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You can build region assets in other software packages and import into Unity.
  
[[Basic Scene Set Up]]
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You can use Unity's mesh shapes and terrain tools, and you can grab third party assets from the Unity Asset Store.
  
* Assemble your scene content
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All of the pages linked here all refer to the Scene Export Settings/Scene Save Settings component:
* Remove the main camera
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* Add a landing zone
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==[[Region - Virtual Good Settings]]==
 
  
[[Region - Virtual Good Settings]]
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[[File:Scenesavesettings.jpg]]
  
* Add Scene Settings Component
 
* Fill in Virtual goods information
 
  
==[[Region - Export Settings]]==
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If you want to upload a region quickly, click on 'File>New Sinespace Scene' in Unity to instantly create a quick-start region.
  
[[Region - Export Settings]]
 
  
* Choose whether your region is downloaded as one file or streamed progressively to your guests.
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==Assemble your scene==
* Set your region's loading page
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* Reserve your region's unique URL
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==Region - Platform Settings==
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You can upload any scene you create in Unity as a region in Space.
  
[[Region - Platform Settings]]
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Once your scene is assembled you have two housekeeping tasks;
  
==Supported platforms==
 
  
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==Remove Main Camera==
  
The platform settings allow you to fine tune your region for each platform you want to publish to.
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When you create a new scene in Unity it will by default have a light and a camera.  
  
Space currently supports;
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You need to delete the camera (by selecting it in the Hierarchy window and clicking delete).
  
Standalone  - Desktop application, PC or Mac
 
Mobile / tablet - Android or iOS
 
WebGL - Chrome, Explorer, Firefox and Edge
 
Console - Sine Wave Entertainment is an accredited developer for Xbox and Playstation. The company is planning to release on these platforms later in 2016 after building a user interface for game controllers.
 
  
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[[File:Camera.jpg]]
  
==Settings==
 
  
  
The default settings are designed to work for most regions.
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==Add Landing Zone==
  
* Scene adjustment
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You need to define where users arrive when they log in to your region; and what direction they are facing.
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To do this, once your scene is set up, from the top menu in Unity select Game Object / Create Other / Landmark.
  
** Remove lightmaps / light probes / reflection probes
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OR;
  
Removing lightmaps and probes can significantly reduce download speed but will also impact on the runtime performance.
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If your Scene Heirarchy menu does not include Create other / Landmark, then;
  
More information;
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Create empty object, then in the Inspector, add "Landmark behaviour" component.
  
Lightmaps
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This will place a new landmark item in your scene. In the Inspector window, set the type to Landing Zone and tick Spawn Point.
Light probes
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Reflection probes
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** Static bake meshes /  colliders
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The in scene object is a yellow edged transparent plane which you can position anywhere in your scene.
  
Ticking these boxes will prebake data before export. This improves loading performance but the region download will be bigger.
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The yellow arrow points in the direction your visitors will face when they arrive.
  
More information;
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Be careful to position the landing zone slightly above the terrain; if a tall avatar's feet arrive below the terrain they may fall through.
  
Static bake meshes
 
Static bake colliders
 
  
** Strip occlusion / navigation data
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[[File:Landmark.jpg]]
  
Occlusion data holds information about what areas are visible from other areas; it allows the viewer to make intelligent decisions about optimising a scene, however it can add several mb of size to both runtime memory use; and download size. Keeping it improves performance but can result in higher memory use in big scenes.
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==Adding a New Scene to your Region==
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<b>This does not apply if you are using Multi-Scene Mode & Multi-Scene Editing.</b><br>
  
Navigation data is used for showing waypoints, and moving NPCs around in a scene; it uses a little bit of extra memory, and can be stripped out if you are under severe memory pressure.
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You can have more then one scene in your region.<br>
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1 - Create a new scene in your current Sine.Spaces project.<br>
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2 - Double click the new scene in your Assets to load it into the Hierarchy.<br>
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2 - Design your scene. Be sure to save it.<br>
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3 - When ready to upload to the server click on 'Space' Scene Settings.<br>
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4 - Fill out the needed information, map pictures, and click Automatic Submission.<br>
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To teleport between one scene to another see [[https://wiki.sine.space/index.php?title=Components/TeleportWorld Teleport World]]
  
Texture size reduction
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==Create a Home Region/Template==
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If you want to make your region as a home type, which could be edited by the users themselves, you need to attach a component which is called "Room Floor" to one of the item in the scene, usually the terrain or the object used as a field. With at least one room floor component, the region will show "Edit Room" button when you in it. You can add several Room Floor components to different objects, each floor can be shared to another user, gives him/her the authority to edit.<br>
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In your inventory, you will also find an item with same name of the region. This is a home template. You can use it in "Edit Room" -> "Design" function, to change the whole set of a region. Of course you could set a price for it when upload, so other user can buy it in the shop. <br>
  
** Max texture resolution
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Please see our [[Room_Floor_System|Room Floor]] page for more information on the Room Floor component.
  
All textures will be reduced to a maximum of the defined size for each build.
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<b>Please pay attention that ALL the room edit info, like where you put some furniture is recorded in this "Room Floor" script. When you update your region, try not to remove this component in whatever situation. If you remove an old one then attach a new one to another object, the region update will cause all the users who are using your region template to find their region has gotten reset. If you must do that, try to let users of your template know this and be prepared for the overhaul updates.</b>
  
** Texture reduction levels
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If you want to add a day/night cycle to your home region/template, please do see our [[Day/night_cycles|Day/Night Cycle]] page for more information.
  
Reduces textures all by a multiple of the original, in line with Max texture reduction above.
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==Region Tutorials==
  
So; if your scene contains large textures at 1024x1024 and you set the max texture reduction to 512 those large textures will be reduced by a factor of 4.
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After placing your landmark, go to 'Sinespace' at the top of Unity, and choose 'Scene Settings'.  
  
If you then set Texture reduction levels to 1, smaller textures in your scene will also be reduced by a factor of 4; so a 512x512 texture, which otherwise would have been unchanged by the Max texture reduction, would also be reduced by 4, to 256x256.
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Follow these instructions on how to set the scene/upload settings: [[Regions/Upload Settings|Upload Settings]] or watch this video tutorial: [[Videos/Scene_Settings|Scene Settings]]
  
If you set the Texture reduction level to 2 it will multiply the Max texture reduction scale by 2; so in the case above reducing the smaller 512x512 texture by a factor of 8, to 64x64.
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*For export settings, follow these instructions: [[Regions/Export Settings|Export Settings]] or watch this video tutorial: [[Videos/Export_Settings|Export Settings]]
  
** Normal reduction levels
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*For platform settings, follow these instructions: [[Regions/Platform Settings|Platform Settings]] or watch this video tutorial: [[Videos/Platform_Settings|Platform Settings]]
  
This will apply a further multiplicative reduction on normal maps on top of the reduction already applied by the Texture reduction level above.
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*For how to submit your region, follow these instructions: [[Regions/Submission|Submitting Region]] or watch this video tutorial: [[Videos/Region_Submission|Region Submission]]
  
Texture compression
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* For region management, see this page: [[Regions/Management|Region Management]]
  
** Allow crunch / Crunch level
 
  
Allows JPEG compression to be added to all textures in addition to DXT compression. This will degrade the quality of your images as the compression is lossy; but significantly reduces download filesize. It does not improve runtime memory size except during loading. Crunch level runs from 0 (very lossy) to 100 (lossless).
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For more advanced settings, you can see our post zones page [[Regions/Post|here]] and also our lighting an interior page [[Lighting_an_Interior|here]].  
  
** Compress textures
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You can also see how Navigation Bake works [[Navigation_bake|here]], and we also have information on Occlusion Bake/Culling [[Occlusion_bake|here]].
  
This applies a further quality reduction, comparable to the quality slider in Photoshop when saving a jpeg file.
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There are also some handy lighting tips [[Regions/Lighting|here]].
  
** True color As 16
 
  
Interprets images stored as 'True Color' to 16-bit colors. This applies compression to the colors, without introducing the blurriness / artefacts that DXT compression can introduce; at the expense of being slightly larger. With this ticked, any image with 'True Color' compression, will be packed at 16 instead of 32-bit on this platform.
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{{Creation Navbox}}
 
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Audio settings
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** Force audio to mono
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Converts stereo files to mono for that platform.
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** Audio bitrate
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This is a percentage field. So whatever the bitrate of your original files, you can reduce by X% for each of the different platforms you publish to. For instance a set of 128 bitrate original files, left at 100% in the Standalone build can be reduced to 64 in Mobile and WebGL builds by setting this field to 50.
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==Submission Process==
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[[Submission process]]
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REPORT
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Info
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This shows how many objects, root objects and colliders your scene has. It will flag potential performance issues.
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[[File:]]
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Script list
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Space currently has a white list of approximately 120 scripts you can deploy in your regions. The script list shows all the scripts in your project, flagging the ones not currently white listed, which will be stripped out when submitted.
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You can submit scripts to your account manager for inclusion in the white list. When the platform's SDK is released (scheduled for September 2016) the white list will be maintained in parallel.
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Apply compression settings
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Click this button to apply the Platform Settings (above) to the assets in your scene.
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Once the automated compression has run you can manually adjust individual files before publishing. You might, for instance, apply 512 as a maximum image size for the WebGL version of your region but then revert one or more specific important textures back to a higher resolution.
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[[File:]]
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Sort into layers
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Click this button to automatically assign every asset in the scene to one of four draw distance layers, according to their size; larger objects are set to be visible at greater distances.
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The draw distance for each user is determined by the quality settings they select inworld;
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[[File:]]
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Default = 20 to 75m
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Important = 80 to 320m
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VImportant = 240m to 900m
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NotImport = Max 30m (60m in Beautiful/Ultra)
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NotImportLandmark = Max 60m (120m in Beautiful/Ultra)
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If you do not apply Sort into layers button everything will be left in default layer.
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After applying you can manually review and modify;
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[[File:]]
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Automatic submission
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Once your scene is ready to submit, click Automatic submission. This will create a zip file containing the region and will send it to the Space servers.
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Here the assets will be unpacked and compiled for each of the different platforms you have specified. You will receive three automated emails; confirming the content has been received, has started processing and has been released for you to log in and review.
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==Region Management==
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[[Region Management]]
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STAGING AND LIVE SERVERS
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When you upload a region it will deploy first on the Space staging servers; staging.sine.space
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Regardless of your subscription level, you can upload as many regions as you want to the staging server.
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Once on the staging server your region will have an obscenity and security review by a member of the Space team. This review is to ensure the maturity ratings are appropriate and that nothing in the scene could crash the servers or severely impair performance for other users.
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If you have a Level 5 subscription you can bypass this manual review and push directly to the live servers yourself.
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Your subscription level determines the number of regions you can release concurrently on the live server.
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[[File:]] IMAGE PENDING
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REGION INFO PANEL
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When you are logged in to any region you can click the minimap in the top right corner to open the Region info panel for that region.
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[[File:]]
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REGION ACCESS
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If you are the region owner you can then modify the access permissions;
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[[File:]]
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You can set the region to be public, limited to your friends or limited to specific individuals who you approve.
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APPROVE USERS FOR REGION ACCESS
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Any user can request access to one of your private regions;
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[[File:]] IMAGE PENDING
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You can approve or reject their application.
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MEMBERS
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In the members panel you can see who currently has access to the region and you can modify their permissions on an individual basis.
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[[File:]]
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MULTIPLE REGION MANAGEMENT
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Your subscription level sets the number of concurrent regions you can deploy on the live servers.
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[[File:]]
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You can upload as many regions as you want to, and then enable or disable each region to set which ones are live at any time;
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[[File:]]
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Latest revision as of 09:43, 20 March 2019

Howtocreateashopbanner.jpg


There are different ways to build regions in space.

You can build region assets in other software packages and import into Unity.

You can use Unity's mesh shapes and terrain tools, and you can grab third party assets from the Unity Asset Store.

All of the pages linked here all refer to the Scene Export Settings/Scene Save Settings component:


Scenesavesettings.jpg


If you want to upload a region quickly, click on 'File>New Sinespace Scene' in Unity to instantly create a quick-start region.


Assemble your scene

You can upload any scene you create in Unity as a region in Space.

Once your scene is assembled you have two housekeeping tasks;


Remove Main Camera

When you create a new scene in Unity it will by default have a light and a camera.

You need to delete the camera (by selecting it in the Hierarchy window and clicking delete).


Camera.jpg


Add Landing Zone

You need to define where users arrive when they log in to your region; and what direction they are facing. To do this, once your scene is set up, from the top menu in Unity select Game Object / Create Other / Landmark.

OR;

If your Scene Heirarchy menu does not include Create other / Landmark, then;

Create empty object, then in the Inspector, add "Landmark behaviour" component.

This will place a new landmark item in your scene. In the Inspector window, set the type to Landing Zone and tick Spawn Point.

The in scene object is a yellow edged transparent plane which you can position anywhere in your scene.

The yellow arrow points in the direction your visitors will face when they arrive.

Be careful to position the landing zone slightly above the terrain; if a tall avatar's feet arrive below the terrain they may fall through.


Landmark.jpg

Adding a New Scene to your Region

This does not apply if you are using Multi-Scene Mode & Multi-Scene Editing.

You can have more then one scene in your region.
1 - Create a new scene in your current Sine.Spaces project.
2 - Double click the new scene in your Assets to load it into the Hierarchy.
2 - Design your scene. Be sure to save it.
3 - When ready to upload to the server click on 'Space' Scene Settings.
4 - Fill out the needed information, map pictures, and click Automatic Submission.
To teleport between one scene to another see [Teleport World]

Create a Home Region/Template

If you want to make your region as a home type, which could be edited by the users themselves, you need to attach a component which is called "Room Floor" to one of the item in the scene, usually the terrain or the object used as a field. With at least one room floor component, the region will show "Edit Room" button when you in it. You can add several Room Floor components to different objects, each floor can be shared to another user, gives him/her the authority to edit.
In your inventory, you will also find an item with same name of the region. This is a home template. You can use it in "Edit Room" -> "Design" function, to change the whole set of a region. Of course you could set a price for it when upload, so other user can buy it in the shop.

Please see our Room Floor page for more information on the Room Floor component.

Please pay attention that ALL the room edit info, like where you put some furniture is recorded in this "Room Floor" script. When you update your region, try not to remove this component in whatever situation. If you remove an old one then attach a new one to another object, the region update will cause all the users who are using your region template to find their region has gotten reset. If you must do that, try to let users of your template know this and be prepared for the overhaul updates.

If you want to add a day/night cycle to your home region/template, please do see our Day/Night Cycle page for more information.

Region Tutorials

After placing your landmark, go to 'Sinespace' at the top of Unity, and choose 'Scene Settings'.

Follow these instructions on how to set the scene/upload settings: Upload Settings or watch this video tutorial: Scene Settings


For more advanced settings, you can see our post zones page here and also our lighting an interior page here.

You can also see how Navigation Bake works here, and we also have information on Occlusion Bake/Culling here.

There are also some handy lighting tips here.