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Difference between revisions of "Regions/Export Settings"

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==Export Mode==
 
  
The Export Mode defines how your region content is received by your visitors; all at once before they log in, or progressively after they arrive.
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<span style="color:#FF0000"> '''Note''': It is highly recommended to create a new region by Quickstart function. You can access the Region creation quickstart by accessing the menu sinespace -> About Editor Pack, then create a region. All the basic settings are include when you create a region by quickstart.</span>
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[[File:Export_mode.jpg]]
 
  
 +
==Overview==
  
* Single scene
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Click the Scene Export Settings in the hierarchy, and in inspector, find the Scene Save Settings(Script) component.
  
Single scene delivers the entire region to the user as a single file which downloads before their avatar spawns. For regions with download sizes up to 100 mb, Single scene is likely to be an acceptable download time for your visitors.
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[[File:SceneSaveSettings.png]]
  
* Multi bundle
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You can set a splash image and an icon for the loading or preview screen, and also some other settings which affect the base environment of the region.
  
Multi bundle is a form of dynamic loading control. It splits your scene into smaller components that are streamed to the visitor progressively.
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===Restrictions & Features===
  
The multi bundle algorithm examine every root object in your scene and compares each with every other root object. It then bundles objects where there is more than 40 kbytes of overlap in shared data between them.
+
[[File:RestrictionsFeatures.png]]
  
You group into root objects has a big factor on how we create bundles; for instance grouping all vegetation or grouping one particular building where users will arrive.
+
Here is some basic function settings which you can disable, like fly, run, and value like edge of bottom ,limit of vehicle speed.
 +
You can leave it as default if you don't have specific demands.
  
Too many bundles will cause stuttering for the user while they are progressively loading. A reasonable target is 20 – 30 bundles.
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===Region Mode===
  
* Additive scenes
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The Region Mode defines how your region content is received by your visitors; all at once before they log in, or progressively after they arrive.
 +
 +
[[File:RegionMode.png]]
  
Additive scenes is a Unity utility that allows you to organise a single region into multiple scenes. You can manually split content, creating a root scene containing occlusion, lightmap and navigation data, with additional scenes loading mesh and other content progressively. You will need Unity 5 multi scene tools to manually set this up.
+
''Please note that except Single scene option, all the other options are still experimental, they may have strict limits to make them working. ''
  
For more information, see;
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====Single scene====
  
http://docs.unity3d.com/Manual/MultiSceneEditing.html
+
Single scene delivers the entire region to the user as a single file which downloads before their avatar spawns. For regions with download sizes up to 100 mb, Single scene is likely to be an acceptable download time for your visitors. Recommended sizes are around 30-50mb.
  
* Required download
+
====Multi bundle====
 +
Multi bundle is a form of dynamic loading control (content streaming). It splits your scene into smaller components that are streamed to the visitor progressively.
  
When you are using Multi bundle mode you need to select one item in your scene, usually the terrain, and add a component to it called Manual Loading Control or Dynamic Loading Control. Then tick Required Download. This will ensure that the item is sent to the user before their avatar spawns. Without this there is a risk users will arrive and drop through space before your scene loads above their heads.
+
The multi bundle algorithm examines every root object in your scene and compares each with every other root object. It then bundles objects where there is more than 40 kbytes of overlap in shared data between them. These will be delivered to the client together.
  
 +
How you group into root objects has a big factor on how we create bundles; for instance grouping all vegetation or grouping one particular building where users will arrive is a good practice.
 +
 +
Too many bundles (i.e. hundreds) will cause brief stuttering for the user while they are unpacking after loading. A reasonable target is 20 – 30 bundles. You can control this through the number of root objects in your scene when uploading.
 +
 +
''Note on inter-object links: Inter-object links between objects loaded at different times may break in this export mode - if objects are linked together (e.g. proximity components) make sure they have the same root object''
 +
 +
=====Requiring elements before scene is entered=====
 +
When you are using Multi bundle mode you need to select one item in your scene, usually the terrain, and add a component to it called Manual Loading Control or Dynamic Loading Control. Then tick '''Required Download'''. This will ensure that the item is sent to the user before their avatar spawns. Without this there is a risk users will arrive and drop through space before your scene loads above their heads.
  
 
[[File:Loading_control.jpg]]
 
[[File:Loading_control.jpg]]
  
 +
====Additive scenes====
 +
Additive scenes is a Unity utility that allows you to organise a single region into multiple scenes. You can manually split content, creating a root scene containing occlusion, lightmap and navigation data, with additional scenes loading the content progressively. You will need Unity 5 multi scene tools to manually set this up. You should have your 'Scene Save Settings' in your root scene when packaging for upload - additionally the currently active scene at time of upload, is treated as the root scene.
  
* Suggested memory
+
For more information, see;
 +
 
 +
http://docs.unity3d.com/Manual/MultiSceneEditing.html
  
If your guest's device has less memory than this, they will be given a performance warning when entering the region.
+
''Note: currently the Additive scenes only support 3 scenes at most. ''
  
 +
====Single Scene Streamed====
 +
Currently still under testing. Closed to public by server side.
  
==World Map==
+
===Suggested memory===
 +
If your guest's device has less memory (RAM) than this, they will be given a performance warning when entering the region. This mostly affects clients logging in via WebGL or Mobile.
  
 +
==Loading Screen & Explore Window==
  
 
The world map allows users to search and browse regions. The Preview Image you supply will be used as a background to preview your region in the World Map. It will also be used as the background while the region itself is loading.
 
The world map allows users to search and browse regions. The Preview Image you supply will be used as a background to preview your region in the World Map. It will also be used as the background while the region itself is loading.
Line 52: Line 70:
  
  
[[File:World_map.jpg]]
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[[File:LoadingScreen.png]]
  
  
Line 66: Line 84:
  
  
==Region URL==
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==Platform Settings==
 +
 
 +
[[File:PlatformSettings.png]]
 +
 
 +
The platform settings are some performance related controls for different platforms. If you want to make your region has a better support of some low spec platform, like mobile and webGL, you may need to limit some options to improve the performance.
 +
 
 +
Check here for more info about platform settings: [[Regions/Platform_Settings|Regions/Platform Settings]]
 +
 
 +
==Tools and Reports==
  
 +
[[File:ToolsReports.png]]
  
You can assign a unique sub domain for each of your regions, which you can share with guests who can walk directly into your space from their browser.
+
[[File:ToolsReports2.png]]
  
In the editor you can reserve your region name.
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The reports show some statistic info and script used in this region, and the tools offer some little functions to optimize or control the files needed to upload.
  
Once the region is published you can then teleport directly to the staging server version (Creator) or the live public server version (Live).
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For more informations about these tools and reports, check this page: [[Regions/Submission|Regions/Submission]]
  
  
[[File:Url.jpg]]
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{{Creation Navbox}}

Latest revision as of 10:13, 4 January 2019

Note: It is highly recommended to create a new region by Quickstart function. You can access the Region creation quickstart by accessing the menu sinespace -> About Editor Pack, then create a region. All the basic settings are include when you create a region by quickstart.


Overview

Click the Scene Export Settings in the hierarchy, and in inspector, find the Scene Save Settings(Script) component.

SceneSaveSettings.png

You can set a splash image and an icon for the loading or preview screen, and also some other settings which affect the base environment of the region.

Restrictions & Features

RestrictionsFeatures.png

Here is some basic function settings which you can disable, like fly, run, and value like edge of bottom ,limit of vehicle speed. You can leave it as default if you don't have specific demands.

Region Mode

The Region Mode defines how your region content is received by your visitors; all at once before they log in, or progressively after they arrive.

RegionMode.png

Please note that except Single scene option, all the other options are still experimental, they may have strict limits to make them working.

Single scene

Single scene delivers the entire region to the user as a single file which downloads before their avatar spawns. For regions with download sizes up to 100 mb, Single scene is likely to be an acceptable download time for your visitors. Recommended sizes are around 30-50mb.

Multi bundle

Multi bundle is a form of dynamic loading control (content streaming). It splits your scene into smaller components that are streamed to the visitor progressively.

The multi bundle algorithm examines every root object in your scene and compares each with every other root object. It then bundles objects where there is more than 40 kbytes of overlap in shared data between them. These will be delivered to the client together.

How you group into root objects has a big factor on how we create bundles; for instance grouping all vegetation or grouping one particular building where users will arrive is a good practice.

Too many bundles (i.e. hundreds) will cause brief stuttering for the user while they are unpacking after loading. A reasonable target is 20 – 30 bundles. You can control this through the number of root objects in your scene when uploading.

Note on inter-object links: Inter-object links between objects loaded at different times may break in this export mode - if objects are linked together (e.g. proximity components) make sure they have the same root object

Requiring elements before scene is entered

When you are using Multi bundle mode you need to select one item in your scene, usually the terrain, and add a component to it called Manual Loading Control or Dynamic Loading Control. Then tick Required Download. This will ensure that the item is sent to the user before their avatar spawns. Without this there is a risk users will arrive and drop through space before your scene loads above their heads.

Loading control.jpg

Additive scenes

Additive scenes is a Unity utility that allows you to organise a single region into multiple scenes. You can manually split content, creating a root scene containing occlusion, lightmap and navigation data, with additional scenes loading the content progressively. You will need Unity 5 multi scene tools to manually set this up. You should have your 'Scene Save Settings' in your root scene when packaging for upload - additionally the currently active scene at time of upload, is treated as the root scene.

For more information, see;

http://docs.unity3d.com/Manual/MultiSceneEditing.html

Note: currently the Additive scenes only support 3 scenes at most.

Single Scene Streamed

Currently still under testing. Closed to public by server side.

Suggested memory

If your guest's device has less memory (RAM) than this, they will be given a performance warning when entering the region. This mostly affects clients logging in via WebGL or Mobile.

Loading Screen & Explore Window

The world map allows users to search and browse regions. The Preview Image you supply will be used as a background to preview your region in the World Map. It will also be used as the background while the region itself is loading.

  • Preview image

The image you provide should be a .jpeg file. A 2:1 aspect ratio is recommended. Because the image is stretched to fit different screens it will distort slightly for some users.


LoadingScreen.png


  • Loading logo

The Loading Logo Image appears on top of the Preview Image and is not stretched, allowing you to present your brand logo or a region specific title without distortion.

The image you supply should be a .png file with 512x256 dimensions. When you import the .png file, ensure the Alpha is Transparency box is ticked;


Alpha is transparency.jpg


Platform Settings

PlatformSettings.png

The platform settings are some performance related controls for different platforms. If you want to make your region has a better support of some low spec platform, like mobile and webGL, you may need to limit some options to improve the performance.

Check here for more info about platform settings: Regions/Platform Settings

Tools and Reports

ToolsReports.png

ToolsReports2.png

The reports show some statistic info and script used in this region, and the tools offer some little functions to optimize or control the files needed to upload.

For more informations about these tools and reports, check this page: Regions/Submission