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Unity Project
- Folder Structure
- Scene Structure
- Data handling
- Datapoints
- Visualizations
- User Interface
- Misc.
In the main Assets folder of the project there is a sub-folder called Dataskop which includes everything that was created during the research project.
Folders outside the Dataskop folder contain third party packages, resources and SDKs that are used by the project, for example Mapbox and Unity packages.
The scene titled "World" is the main scene of the application and has GameObjects already in the scene.
The default Unity light.
The Augmented Reality specific GameObjects that make the app be able to process AR features. It also contains the AR Camera which also handles movement and and raycasts in the 3D scene.
Contains cameras used for the minimap and overview map displayed in the user interface.
Handles real world location based functions using the devices GPS. Also used to spoof GPS data to be able to use it in the editor without deploying to a phone.
A Mapbox specific object that handles the display and rasterization of real world map. Also handles conversion between Latitude / Longitued / Altitude and x/y/z in Unity space. More info on that can be found in the Mapbox Documentation
Map / Minimap specific objects that get displayed only on those. The user icon and a radius display, which highlights devices only in the radius around the user.
The calibrations process relies heavily on the device telemetry.
This GameObject handles the calibration process that a user has to go through after each start of the application. It contains steps to find North (North Alignment of the World), the ground to place elements on a fixed offset from the ground and a room scan to make the Augmented Reality more stable and less prone to drifting.
Handles fetching and persisting data from the Dataskop Backend.
Handles spawning, modifying and deleting DataPoints in the world.
Spawned DataPoints will be put as childs in this container.
Keeps track and handles changes of attributes the user selects.
Contains all available Visualization prefabs.
Manages Player Preferences that can persist through application exits.
UI-Toolkit based interface. Contains all elements the user has access to in the interface.
This includes:
- Notifications
- Settings
- Information Card
- Calibration
- Visualization & Attribute Selector
- Minimap
- History Slider
The User Interface also handles the distinction between UI and World touches.
The project makes use of Prefabs to spawn and change values of pre-configured templates.