Importing Open Simulator Archives to Space
The utility on which this workflow is based is a windows-only program at this time. A substantially resourceful windows desktop will be required.
Additionally, you will need a region archive created with an Open Simulator instance to import into your Space region.
The import utility software described in this wiki entry was not produced by the Sine Space team, and is not officially supported. Your mileage with this software may vary, use at your own risk. This workflow description is provided for guidance only. Obtain any support required for the utility from the authors.
There are two primary steps to this workflow.
Opening the Archive
First visit the site for OARConv, download the software, and prepare it for use on your windows desktop.
Run the executable, and browse to your archive file. Be aware that simply browsing to the OAR file is going to start the conversion by unpacking the opensim archive. You will be conducted through the appropriate modal interfaces to select or create folders for this operation; the defaults are reasonable. Wait for this operation to complete. You now have the dataset from the Open Simulator archive in a format ready for conversion to DAE.
It is not required that one import the entire region; there is an archive browser and object previewer in the interface for OARConv. Lastly for this step, select all content you wish to convert, and begin the conversion. This conversion will produce DAE files suitable for import to Space, in the target folder prepared earlier.
Once that process is complete, we're ready to proceed to the next step, importing the DAE to Unity/Space.
Importing the Archive
OARConv produces two folders of assets as it's output. One is all the objects that were collideable in the original simulator; the other is all objects that were phantom. It is recommended that these be imported seperately as follows:
- create two empty game objects in your heirarchy; name one phantom and one nonphantom. - Drop the folder contents from each of the OARConv folders into these empty game objects accordingly. - Select the contents of the 'non-phantom' folder in your project heirarchy, and in the inspector 'Generate Colliders'.
This will leave the two sets of objects distinct in your hierarchy (though not in the scene).
Unity will grind a while, and depending on the size of the import and the capabilities of your hardware, it might be a while. In the meantime, here's a few things you should know about the completed import operation.
Unity/Space is not Open Simulator and vice versa, so it's to be expected that there is not a 1:1 correspondence between the objects in the respective regions. There will be some cleanup work that will need to be done, and there are some things to watch out for. Some of these things will be fairly painless while others will require attention to individual objects by hand.
A lot of the cleanup will be graphic, and some of it will be structural. Most of the graphic settings will involve the adjust ment of textures. Additionally, there is the issue of naming; the OARConv tool does not employ the names of the opensim assets in many cases, and will use UUIDs instead.
One thing to look out for will be large and or duplicated files, as even simularly presented objects will not share materials, so the roughly converted region produced by the OARConv process will tend towards bloat. Additionally terrains are imported oddly, and the meshes and materials produced for these can balloon considerably.
I encourage you to explore the interface of the OARConv tool and become familiar with it. While it is not a perfect tool, it can be useful and effective at getting the content moved from the one platform to the other.