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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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---
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title: "Contact"
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title: "Contact us"
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description: ""
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lead: ""
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date: 2020-11-12T13:26:54+01:00
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toc: true
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---
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👋🏻 For cooperation proposals, contributions to the project, or anything else, please contact us here:
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👋🏻 For feature requests, contributions to the project, or anything else, please contact us here:
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📧 [Send a mail to the author (Christopher Remde):](mailto:[email protected]) hey [at] chrisrem.de
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👾 [Join us in our BuildingVolumes community discord server](https://discord.gg/BvQdJdJqu6)
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> ☝🏻 If you have an issue in the project, or you encounter any bugs, please don't contact us here, but instead [open an issue on Github!](/Unity_Geometry_Sequence_Streaming/docs/help/issues/)
For any questions regarding the package, tips, or smaller issues that are occuring, please feel free to ask
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anything in our [Unity Forums thread](https://forum.unity.com/threads/released-geometry-sequence-streaming.1453765/)!
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If you've bought the package on the Unity Asset Store, you can contact us directly via email for fast and direct support. You can find the email address in the **Geometry Sequence Stream component** under the **Get Support** foldout. 
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#### 🪲 Bugs
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#### General support
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If you encounter any bugs, eorrs or issues, please report them [here in the main Github repository](https://github.com/BuildingVolumes/Unity_Geometry_Sequence_Streaming/issues) 🪲
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For any questions regarding the package, tips, or errors that are occurring, please feel free to ask anything in our [Unity Forums thread](https://forum.unity.com/threads/released-geometry-sequence-streaming.1453765/).
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Bugs and issues can also be reported [here in the main Github repository](https://github.com/BuildingVolumes/Unity_Geometry_Sequence_Streaming/issues) 🪲
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>💡 Do a quick search first, if your issue has already been reported. If not, please open a new one, and we'll get back to you!
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toc: true
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---
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> 👉🏻 This is just a quick summary of the conversion process, more details can be [found here](/Unity_Geometry_Sequence_Streaming/docs/tutorials/preparing-your-sequences/)
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> ⤴️ Sequences that were created before package version 1.1.0 are not compatible with the current package. Please re-convert these files with the latest Converter.
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## Conversion
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1. Ensure that in your input sequence, each frame file is numbered in an ascending order
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2. Almost all commonly used pointcloud/mesh (.fbx .obj .gltf .ply .xzy) and image (.dds .jpeg .png .tga) formats can be used as source material. Ensure that your sequence is in such a format
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2. Almost all commonly used pointcloud (.ply, .xyz), mesh (.fbx .obj .gltf) and image (.jpeg .png .tga) formats can be used as source material. Ensure that your sequence is in such a format
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3. Download the latest converter [binaries for windows here](https://github.com/BuildingVolumes/Unity_Geometry_Sequence_Streaming/releases) (The file named Geometry_Sequence_Converter_Win64.zip)
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4. Unzip, open the converter, and set the **input folder** to the folder containing your sequence. The **output folder** should be set to a different (empty) folder. Click on **Start Conversion**.
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4. Unzip, open the converter, and set the **input folder** to the folder containing your sequence. You can optionally set an output folder, otherwise a new folder will be automatically created. Click on **Start Conversion**.
1. In your assets folder, go into the samples folder(s) and open the Sample scene *01_Basic_Example*
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1. Install the samples into your project by going into **Package Manager –> In Project**. Select the **Geometry Streaming Sequence package** and open the **Sample foldout**. Then click on **Import**.
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2. In your assets folder, go into `Samples -> Geometry Sequence Streaming -> 1.X.X -> Streaming Samples` and open the Sample scene ***01_Basic_Example***
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2. Click on the **"Play"-Button** in Unity. You should now see a box with a twisting animation. This uses a sequence also found in the sample folder
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3. Click on the **"Play"-Button** in Unity. You should now see an animated blob.
description: "Special considerations for the Apple Vision Pro platform"
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lead: "Apple Vision Pro "
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date: 2020-11-16T13:59:39+01:00
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lastmod: 2020-11-16T13:59:39+01:00
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draft: false
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images: []
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menu:
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docs:
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parent: "tutorials"
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weight: 170
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toc: true
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---
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> ⭐ Building for the Apple Vision Pro is only supported in the Unity Asset Store version
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## Considerations when building for the Apple Vision Pro
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Unity Apps can run in three distinct modes on the Apple Vision Pro: A **flat 2D mode**, where apps appear on a virtual screen, the **bounded mode**, and the **immersive mode**.
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All modes are supported by this plugin. While the **flat mode** runs like an IPhone or IPad application, there are stark differences between the **bounded** and **immersive** mode.
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We generally recommended to use the **immersive** mode whenever you can, due to it's much higher performance capabilities.
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### Bounded mode
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The bounded mode lets the users run an app along other apps, inside a limited volume, comparable to a 3D window. Apps running in this mode face many restrictions, including not being able to render their content natively. Unity needs to translate all meshes, textures, materials and shaders to RealityKit equivalents, this is called the **PolySpatial** pipeline. Due to these restrictions, playback performance suffers and works only for smaller sequences. Pointclouds sequences should stay under **50.000 points per frame**, mesh sequences under **30.000 polygons per frame**, and textures at or under **2048x2048 texture resolution** per frame. Additionally, there might be a performance ditch when the sequence starts, especially for pointcloud sequences. These are gradually streamed in to not overload the system.
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Bounded mode is usually detected automatically. For this to work, you need to have a volume camera component inside your scene.
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### Immersive mode
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Immersive mode lets the application take over the full rendering on the Apple Vision Pro, which is much more comparable to how apps are run on other headsets, such as the Meta Quest. While no other content than the application can exist in the same space, this mode **increases performance** by a huge margin compared to the bounded mode. We were able to run sequences with 1.5 millions points per frame and more! Please ensure that **no volume camera exists** in your scene if you use this mode, otherwise the bounded rendering path might get erroneously activated by the Geometry Sequence Streaming package.
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