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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]]
 
  
==Region - Platform Settings==
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==Assemble your scene==
  
[[Region - Platform Settings]]
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You can upload any scene you create in Unity as a region in Space.
  
==Submission Process==
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Once your scene is assembled you have two housekeeping tasks;
  
[[Submission process]]
 
  
REPORT
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==Remove Main Camera==
  
Info
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When you create a new scene in Unity it will by default have a light and a camera.
  
This shows how many objects, root objects and colliders your scene has. It will flag potential performance issues.
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You need to delete the camera (by selecting it in the Hierarchy window and clicking delete).
  
[[File:]]
 
  
Script list
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[[File:Camera.jpg]]
  
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.
 
  
Apply compression settings
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==Add Landing Zone==
  
Click this button to apply the Platform Settings (above) to the assets in your scene.
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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.
  
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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OR;
  
[[File:]]
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If your Scene Heirarchy menu does not include Create other / Landmark, then;
  
Sort into layers
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Create empty object, then in the Inspector, add "Landmark behaviour" component.
  
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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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 draw distance for each user is determined by the quality settings they select inworld;
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The in scene object is a yellow edged transparent plane which you can position anywhere in your scene.
  
[[File:]]
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The yellow arrow points in the direction your visitors will face when they arrive.
  
Default = 20 to 75m
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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.
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.
 
  
After applying you can manually review and modify;
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[[File:Landmark.jpg]]
  
[[File:]]
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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>
  
Automatic submission
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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]]
  
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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==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>
  
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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Please see our [[Room_Floor_System|Room Floor]] page for more information on the Room Floor component.  
  
==Region Management==
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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>
  
[[Region Management]]
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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.
  
STAGING AND LIVE SERVERS
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==Region Tutorials==
  
When you upload a region it will deploy first on the Space staging servers; staging.sine.space
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After placing your landmark, go to 'Sinespace' at the top of Unity, and choose 'Scene Settings'.  
  
Regardless of your subscription level, you can upload as many regions as you want to the staging server.
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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]]
  
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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*For export settings, follow these instructions: [[Regions/Export Settings|Export Settings]] or watch this video tutorial: [[Videos/Export_Settings|Export Settings]]
  
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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*For platform settings, follow these instructions: [[Regions/Platform Settings|Platform Settings]] or watch this video tutorial: [[Videos/Platform_Settings|Platform Settings]]
  
Your subscription level determines the number of regions you can release concurrently on the live server.
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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]]
  
[[File:]] IMAGE PENDING
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* For region management, see this page: [[Regions/Management|Region Management]]
  
  
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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]].
  
REGION INFO PANEL
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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]].
  
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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There are also some handy lighting tips [[Regions/Lighting|here]].
  
[[File:]]
 
  
 
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{{Creation Navbox}}
 
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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.