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Components/SceneSaveSettings

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Scene save setting lets you upload your scene to Sine Space. Once you have saved remember to remove Main camera from the scene as the region will be using 3rd person camera, which you do not need to add. Not removing main camera will cause region to be stuck at one view.


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

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

Add scene settings component

In the top menu in Unity go to Space / Scene Settings.

This will add a Virtual Goods component to your scene. You will see a set of fields in the Inspector.

You can return to this component any time via Space / Scene Settings.


Scene settings.jpg


In the Inspector set the Content Type to Region.


Type region.jpg


Primary descrition

Add the name, description and brand identity of your region as you want it to appear in the explore and discovery panels of the Space platform.


Primary description.jpg

Region loading.jpg
Explore regions.jpg



Localisation

You can add slots for as many different languages as you want to.


Localisation settings.JPG


Images And Icons

If you are uploading items that will be sold as virtual goods to other Space users, add the store icons and imagery here and set the prices for Gold and Silver credits.


For sale.jpg


If you are uploading a region or item that is not for sale, tick the not for sale box. You do not need to add any images or icons if the item is not for sale.


Not for sale.jpg


Dual Currencies

If your region is going to be for sale, allowing other users to buy it as a template they can then customise as a private region for themselves, set it for sale and set your gold and silver prices.

For more infomation on gold and silver currencies;

Currencies - Gold and Silver

Content Maturity

Choose an appropriate content maturity level;


Content maturity.jpg


Creator Information

The creator information should show the details of the legal entity holding the account; whether that is an individual or a company.


Creator information.JPG


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.


Export mode.jpg


  • 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.

  • Multi bundle

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

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.

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.

Too many bundles will cause stuttering for the user while they are progressively loading. A reasonable target is 20 – 30 bundles.

  • 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 mesh and other content progressively. You will need Unity 5 multi scene tools to manually set this up.

For more information, see;

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

  • Required download

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


  • Suggested memory

If your guest's device has less memory than this, they will be given a performance warning when entering the region.


World Map

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.


World map.jpg


  • 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


Region URL

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.

In the editor you can reserve your region name.

Once the region is published you can then teleport directly to the staging server version (Creator) or the live public server version (Live).


Url.jpg

Supported platforms

The platform settings allow you to fine tune your region for each platform you want to publish to.

Space currently supports;

  • 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.


Platform settings.jpg

Settings

The default settings are designed to work for most regions.

Scene adjustment

  • Remove lightmaps / light probes / reflection probes

Removing lightmaps and probes can significantly reduce download speed but will also impact on the runtime performance.

More information;

Lightmaps Light probes Reflection probes

  • Static bake meshes / colliders

Ticking these boxes will prebake data before export. This improves loading performance but the region download will be bigger.

More information;

Static bake meshes Static bake colliders

  • Strip occlusion / navigation data

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.

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.

Texture size reduction

  • Max texture resolution

All textures will be reduced to a maximum of the defined size for each build.

  • Texture reduction levels

Reduces textures all by a multiple of the original, in line with Max texture reduction above.

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.

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.

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.

  • Normal reduction levels

This will apply a further multiplicative reduction on normal maps on top of the reduction already applied by the Texture reduction level above.

Texture compression

  • 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).

  • Compress textures

This applies a further quality reduction, comparable to the quality slider in Photoshop when saving a jpeg file.

  • 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.

Audio settings

  • Force audio to mono

Converts stereo files to mono for that platform.

  • Audio bitrate

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.

Report

A summary of the objects and scripts in your scene which will notify you of potential issues.

  • Info

This shows how many objects, root objects and colliders your scene has. It will flag potential performance issues.


Report.jpg


  • Script List

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.

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.


Script list.jpg


Apply compression settings

Click this button to apply the Region - Platform Settings to the assets in your scene.

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.


Change texture resolution manually.jpg


Sort into layers

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.

The draw distance for each user is determined by the quality settings they select inworld;


SettingsInGame.jpeg


Default = 20 to 75m Important = 80 to 320m VImportant = 240m to 900m NotImport = Max 30m (60m in Beautiful/Ultra) NotImportLandmark = Max 60m (120m in Beautiful/Ultra)

If you do not apply Sort into layers button everything will be left in default layer.

After applying you can manually review and modify;


Manual change draw distance layers.jpg

Automatic submission

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.

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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