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Offline Map for Unity #1312
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I second this issue. Offline functionality is vital for our use case. We would like to download tiles for a given bounding box and zoom level in a splashscreen like setting. |
The Unity SDK currently has ambient caching. We're looking into a more robust way of supporting offline maps based on the interest of such a feature. However, we don't have a timeline for it yet. |
Hello @dorukeker and @nilsk123, |
I would second this, as you can define a cache size in mapbox settings, you can assign to an abstract map a offline size, so you can have from origin of the map In #1299 and #1296, im facing problems. Ive very wierd bugs related, for example the same code, in one ubuntu 18.04 works fine, but in another one it doesnt work because map is not loaded, i cant guess the reason. @jordy-isaac id mail you this week about the bug as you told me |
Hi, I am also looking for a solution for offline maps access. The purpose is to build an app for UWP , hololens platform. Is this support available? |
Hello All, Following @brnkhy demo script we implemented the tile caching in our project. Please not this is not a one-size-fits-all solution and there are parts that are tightly coupled to our project. But it would give an idea for implementation. Another note before the code:
I hope this helps someone.
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Thanks a lot for sharing the code @dorukeker ! |
Hey bud, nice work with the script and sharing it. I am busy studying it but I am having trouble understanding what this script is processing exactly. What I am trying to do is get each users phone to cache one region within a selected area so that that cache consistently stays there and does not get updated via ambient caching. I will keep studying it to try understand it better but if you could supply a pseudo code guideline I would really appreciate that. For instance what game object should I attach this component to and how to get it to cache a radius around a selected area. total noob question I know but thanks anyways! Kind regards, Jesse |
Hi Jesse, In a different use case you can call that function from another script etc. Regarding the use case: The example is actually doing what you asked. You feed the top left and bottom right corner of a region; and the desired zoom level... and it caches the tiles for that area and zoom level. I hope this helps. |
Hey bud, thanks a lot for getting back to me I really appreciate it. One more questions what exactly is MapId referring to on line 144. This is the error I receive as I have not understood its definition. Assets\TileCacher.cs(144,21): error CS0117: 'ImageDataFetcherParameters' does not contain a definition for 'mapid' thanks again. Kind regards Jesse |
Did you check out the branch what @brnkhy mentioned in his post? See here from my first post:
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Hey man, great thank you for the direction sorry I am somewhat new to source control and git. thanks I will look into it. Kind regards, Jesse |
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Hey man, thanks for the really useful advice in pointing out the core SDK script, will help a lot, much appreciated :) I will study it and then explore the branch and study that as well. thanks for the solution in your branch by the way. Kind regards, Jesse |
Just wondering how this is going? Is this on the roadmap yet? Our military customers are often on restricted networks and need to be able to access maps. We really need a centralized way to distribute these maps over a closed network as having all the users connect to mapbox.com to pre-fetch the map is not really feasible. |
@Naphier You may want to look into the Atlas offering from Mapbox for your use-case. Maps SDK for Unity is compatible with Atlas and this solution is geared towards users like yourself. |
Thanks, indeed interesting, but seems like this would be overkill when MB could just let us switch out cache.db files as needed or something similar. |
Any updates to this ? We would also need this |
Is the ambient cache still limited to 50mb (refer to initial posting) for Unity? And is there a way to increase the cachesize for Unity Apps? For the Android/iOS-SDK it should be possible based on this post: https://blog.mapbox.com/new-cache-management-controls-for-mapbox-sdks-2be0302f9ba |
@dorukeker @Naphier @tomh4 @StarKing777 |
@brnkhy apologies, but I don't see the pinned ticket. Can you point us to the branch so we can check it out? |
Sweet, thanks! |
@Naphier please let me know if you run into troubles, it's |
Will certainly try!
…On Mon, Sep 21, 2020, 17:13 Baran Kahyaoğlu ***@***.***> wrote:
@Naphier <https://github.com/Naphier> please let me know if you run into
troubles, it's super beta so there will be bugs but I want to finish this
asap so any fixes to this will be priority for me 🙏
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I noticed the I am missing tiles on some zoom levels zo I changed the following:
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@jaspervandenbarg based on which commit/branch as well as which file is this fix based ? Maybe this is the right issue for this case ? :-) |
It is based on https://github.com/mapbox/mapbox-unity-sdk/tree/TilePrefetching I'll have a look into the issue you provided. |
Hello MapBox Team,
First of thank you for the good work and thank you for the support in Unity. Much appreciated.
We are implementing a map based application and we need support for implementing additional caching.
First; below thing I read and understand in your documentation:
What we want implement is a function with the parameters of the bounding coordinates, zoom level and map style. I call this function when there is internet connection. It will download and cached the given area in the given zoom level in the given style. And when the download is finished it will throw a success event. So those tiles will be available when offline.
Can you direct us to the correct place of the documentation so we can implement this functionality?
Thanks in advanced.
Cheers,
Doruk
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