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Release/v1.4.5 (#973)
* fix a bug where terrain data causing IndexOutOfRangeException (#795) * fix a bug where terrain data causing IndexOutOfRangeException because failed calls processed as successful. fixes #785 change all ifelse clauses in data fetchers to be more clear and readable * Update 05-changelog.md * Update changelog language. * Add meta file. * Replace hero buildings (#797) * basic POC * wip on the second approach * add static latlon-tilespace conversion method * wip * adding new architecture changes * removing unnecessary files * separate conversion methods for unitytile-space and vectortile-space * correct comments * adding ui changes to the replace feature modifier * set up the framework to execute this * set replacementcriteria via the IReplaceable interface * null check added * fix conversions method to generate the correct vectortile coordinates * add feature contains point check to replacefeaturemodifier * spawn only one object per coordinate * use the geocode property attribute in replace feature modifier * move point in polygon out of vectortile utils * removed inheritance * cleanup project files * add active check when applying replacement criteria * adding feature id null check * adding new model * fixes to willy's comments and other merge errors * fixing camera angle * scene fix and null check * cleaned up prefab modifier * Update 05-changelog.md * prefab modifier fix * cleaned up prefab modifier and replacement modifier * Change language for changelog. * Poi scale fix (#799) * fix placement options and feature scaling * clean up scaledownwithworld scaling fix * background label sizing issue * adjusting width and height a bit in the poi label text * prefab commit * Fix y scaling issue. * GoogleARCore fix for Unity@2018 (#791) * fix ARCoreBuildHelper * revert some 2018 specific changes * oops, missed another file that was removed by 2018 * Styling improvement (#718) * Implementation of styling UX improvements * Assets for styling UX improvement * Integrated new styling dropdown UX and relevant Mapbox sample style assets into project. * Updated change log with description of new styling UX improvements. * Updated materials and textures for realistic style * Replaced references to subLayer.FindPropertyRelative("materialOptions") with subLayer.FindPropertyRelative("mapFeatureStyleOptions"); adjusted property variable sets accordingly * Styling UI changes. Styling dropdown 'custom' option now exposes geometryMaterialOptions directly in the inspector, rather than forcing the user to jump to a scriptableStyle object. Added support and assets for Realistic, Fantasy, Dark and Light styles. Moved Satellite option to from UvMapType to StyleTypes; refactored UvModifier to support this change. * Moved geometryMaterialOption default asset population logic into FeaturesSubLayerPropertiesDrawer. * Removed "MaterialOptions" label and corresponding indent from inspector. * Updated changelog * Materials array sizes are now set before referencing elements at a given index. Fixed indent on GeometryMaterialOptions. * changes to not break serialization (#790) * changes to not break serialization. * Removed Satellite option from UvMapType enum. Added non-sequential integers to UvMapType entries. Added + 1 to select enumValueIndex queries in GeometryMaterialOptionsDrawer. * Fix alignment of style description * Moved texture style enum descriptions to StyleTypes description attribute, removed StyleLabels dictionary from Constants. Changed text rendering code in GeometryMaterialOptionsDrawer to reflect this change. Added DefaultPerRendererMaterial to project. * Revert scene to original. * Move change from 1.4.2 to 1.4.3 * Set shader on DefaultPerRendererMaterial to MapboxPerRenderer shader. * Reverted name change of "MapFeatureStyles" folder back to "MapboxStyles" to preserve existing material/atlas/palette asset refs in inspector. Changed path names in Constants to reflect this. * Updated all scenes that feature AbstractMap building layers to use predefined Texture Type. * Updated meta files. * Update prefab to use realistic style * UV improvements (#755) * add texture and mesh gen based restrictions to atlas info values * change mid floors to use 1:1 mesh/texture ratio * fill the gaps in new uv/mesh sync system * change column calculation * fix empty space uv coordinates add test and realistic atlas sheets * fix a bug where mid wall segment height calculation was calculated later then it should * fix small texture errors move leftover row to top and use top section reuse leftmost area for empty columns * add missing atlas info * fix a wrong atlas info segment * fix wrong segments in the realistic atlas info asset * change atlas and info files * fix floating point precision issue which caused final mid layer not created * change code structure to create walls one by one instead of all together afterwards * add missing atlas info changes * fix a calculation error in uv modifier that occasionally breaks roof uv calculations * remove auto-calculated properties from atlas info inspector * fix a bug where uv modifier uses two wrong vertices to align texture * fix a bug wheree uv modifier uses wrong vertices to calculate texture direction * fix CitySimulator.unity scene to use proper settings * Fix for normal maps not working. * update realistic buildings textures and atlas info * Revert settings files to match develop. * Update changelog * Drop down menu (#796) * Initial POC with drop down menu for GameObject mod selection * Continued work on POC * Pop up now lets users create scriptable object classes. * WIP with ability to add custom classes * Deleted unused test files. * Cleanup. * Modifier section of Abstract Map has two buttons; "Add New" and "Add Existing". "Add New" creates a dropdown populated with modifier object base classes, which allows the user to create new instances of modifier objects. "Add Existing" preserves original functionality of "Find Asset". Note on repaint errors: "ArgumentException: Getting control 0's position in a group with only 0 controls when doing Repaint" is thrown when clicking "Add New"; I believe this error is caused by repaint logic somewhere near the PopupWindow.Show calls, which are on 423 and 469 in FeaturesSubLayerPropertiesDrawer. * PopupSelectionMenu uses reflection instead of asset search to populate drop down list. Relevant namespaces added. * - Added User/Modifiers folder to Assets/Mapbox. - Added variable references to User/Modifiers path to Constants.cs - PopupSelectionMenu attempts to save new modifier assets in currently selected folder; uses User/Modifiers as fallback. * Renamed dir MapFeatureStyles to MapboxStyles * Added "_" to private var scrollPos * Added comments and summary to PopupSelectionMenu. * Poi text scale fix (#810) * fix placement options and feature scaling * clean up scaledownwithworld scaling fix * background label sizing issue * adjusting width and height a bit in the poi label text * prefab commit * Fix y scaling issue. * poi text scale fix solution * Good fix for POI Labels Text * phantom objects issue resolved * prefab fix * modifier active fix * Set text scale to 1 * Remove old meta files. * Enhanced DeviceLocationProvider, GPS logging and playback (#811) * [wip] log location to file * use persistentDataPath for location log file * log location info. update scene * writing log file seems to work on Android and iOS * string.format fix * Change location provider folder/scene name * make player transparent * LocationProviderScene: Screen.sleepTimeout = SleepTimeout.NeverSleep; * cleanup after merge * add DeviceOrientationMaterial * fix v1.4.2 merge quest using wrong LocationProvider scene and LogLocationProviderData.cs * fix typo in DeviceLocationProvider.cs * disable native Android location plugin for testing purposes * implement proper LocationLogFile Reader and Writer * implement LocationLogWriter * testing: force default location provider for Android * for baran :-) * set scene back to defaults * fine tune parameters * make sure Android native location plugin does not run when deactivated * reattach loggingtoggle * just a little bit of eyecandy for the text panel * FOR DEBUGGING: MockLocationInfo and MockLocationProvider to feed locations logs through `DeviceLocationProvider`. * [wip] work on UserHeading calculation * work on UserHeading and DeviceOrientation * Smoothing algorithms * make heading and orientation material more transparent * update changelog and documentation * add code comments * fix "MonoBehaviours can only be added using AddComponent()" and don't run DeviceLocationProvder CoRoutine when not selected as default location provider * location provider scene: change EditorProvider back to log file provider * Revert to original materials * Bump version number to 1.4.3 * Bump version number + release date * remove Debug.Log (#820) * fix coordinate parsing to use '.' as comma sign (#816) * Fix warnings build errors (#822) * Remove warning messages. * Fix build errors. * Fix ARTableTop scene - wrong shaders * Resave Pngs without ETC1 compression * Fix map snapping to ground. (#823) * Fix typo * Add unity bug to known issues. * Remove factor that was slowing down panning. * Update pan speed. * Feature replacement bugfix (#836) * Fix featureId's being overridden by last features ID. * Fix for replacement of feature with multiple parts. * Code cleanup. * Further code cleanup based on review comments. * Formating change. * Make function less deeply nested. * added a way to explicitly block feature ids * clear feature list after processing * fix for duplicate buildings + zoom/pan * Refactor ambient file caching to be compatible with 4.6 runtime (#825) * inital working version * remove Debug.Log * SQLiteCache tests and [wip] hunting a bug in SQLite4Unity3d * properly get TilesetID, more tests, change config windows MBTilesCache -> FileCache * fix ClearCache during PlayMode * more tests * code comments * update changelog * add PR link to changelog * update changelog * Minor cleanup on scenes + remove debug statements * Remove warning messages * update example scenes in config window (#843) * update example scenes in config window * Revert materials to solid color. * remove deleted meta * fix LocationProvider scene * Release/v1.4.3 (#853) * Release/v1.4.1 (#682) * Fix to properly show Mesh & GO modifiers in the UI * Add UI for removing/combining filters * Break classes into separate files, remove MapAPI wrapper. UnifiedMap takes over the functionality. Fix bug with filters * Add new prefabs for LocationBasedGame and CitySim * Fixes loadingPanel script to work with UnifiedMap * Trigger finished state when no vector layer is turned off. * Fix mapId for Satellite & satellite-streets * update PR template * Update UI to match design - round 1 * Add new data containers * Enable loading external configurations - take 2 (#552) * carry over changes from https://github.com/mapbox/mapbox-unity-sdk/pull/352 to latest develop * Fix the merge typo. * Integrate mapbox-ar-unity (#544) * add ARCore, ARKit, UnityARInterface * Mapbox AR code and examples * add KalmanFilter * some updated metas * fix .gitignore to not ignore parts of ARCore * add AR prefabs * fix .gitignore for .metas from temp files from docs generation * add additional properties to `Location` * add helper class for onscreen console * [wip] integrate AR * more logging for caching * MBTilesCache: Windows fix for path and filenames with +260 chars * add some logging to AbstractMap.cs * add editorconfig * debug messages around telem lib initialization * ARTableTop: test in Vienna * ProjectSettings: enable AR on Android * remove Debug messages * fix typo in TelemetryAndroid.cs file name * add layers needed for AR demo to the project settings * fix Unity's byte stripping for .Net 4.6 and IL2CPP * throw out uncessary stuff that comes with UnityARInterface and ARCore * update readme, add AR readme. * update CHANGELOG * wip integrate ar * Throw away unused ARKit stuff. * Update prefabs & scene * Add defaults options + linewidth parameter. * Add mockup for Presets UI * Adding tooltips for General, Image & Terrain sections. * Fix extra space in Terrain UI. * [WIP] Remove old map files, rename UnifiedMap to AbstractMap - working towards clean merge. * [WIP] Replace old VectorTileFactory with refactored ( VectorTileFactoryNew gets renamed) * add kalman comment * appveyor: don't use PowerShell to download docfx * Fix typo in terrain source. * New textures/materials for default building style * Merge StyleOptimizedVectorTileFactory functionality into VectorTileFactory * Updated settings to TextureSideWall * VectorLayerVisualizer refactor. * Hookup node editor with Plug & play refactor. * Add tooltips for vector section. * Add missing changes to VectorTIle.cs * add QueryTerrainHeight function to AbstractMap (#571) Looks good. * try with GPS position/heading, ignoring AR and bias * Fix compile error related to return type. (#572) minor change. * Added a API call to query height Added a API call on AbstractMap to query height at a certain latitude longitude. * Add preset defaults switching + snapMaptoZero hookup. * Changes to MapEditor. * Add code comments for LatitudeLongitudeToTileId change. (#573) * Fix compile error related to return type. * update code comments * Layer Visualizer for Building Ids (#502) * change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles * add comments for an if clause in VectorFeatureUnity * Uv mapping (#503) * add uv mapping height modifier and a demo scene to show it off * fix TextureSideWallModifier to respect min_height property * fix a bug in wall segment calculation in TextureSideWallModifier where CenterSegment feature yielded long first sections fix a bug in PolygonModifier where it doesn't create tangents fix wrong asset bindings * fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration * add a 8 building texture atlas * add new texture from random google images * fix a bug where bottomOfMidUv was calculated wrong * Fix formatting. * Add atlas texturing modifier into Plug & play UI. * Remove presets from map * work on DeviceLocationProvider, AutomaticSyncScene: size of player shows hdop, remove some debug statements * Add parameters to hookup Globe terrain factory. * Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization. * Set defaults for all properties * Add API calls for layers * Renamed AddColorizeMapboxStyles.cs to MapboxStylesColorModifier.cs to better match existing nomenclature. Refactored MapboxStylesColorModifier.cs: Run method no longer adds ColorizeMapboxStyles.cs monobehaviour to VectorEntity.GameObject; Run method now includes all logic for color selection and material property setting previously found in ColorizeMapboxStyles.cs; utilizes VectorEntity's cached MeshRenderer component to set colors. Deleted ColorizeMapboxStyles.cs and ColorizeMapboxStylesEditor.cs. * Add custom option to primitive type - for fully custom modifier stack. * Hook up scriptable palette with P&P * Add code comments to Abstract Map. * Cleanup unused stuff. * Fixed private field naming to meet code style requirements. * Fix indentation * Adds ability to add custom tile providers. * more checks if access token is set (#564) * Style development - colorization and atlas template generator (#579) * add uv mapping height modifier and a demo scene to show it off * fix TextureSideWallModifier to respect min_height property * fix a bug in wall segment calculation in TextureSideWallModifier where CenterSegment feature yielded long first sections fix a bug in PolygonModifier where it doesn't create tangents fix wrong asset bindings * fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration * change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles * add comments for an if clause in VectorFeatureUnity * add a 8 building texture atlas * add new texture from random google images * add roof uv & atlas support * test textures for styling development * add missing constant Vector3Right * fix materials in mat modifier * fix atlas info object * Removed unused properties from shader * New textures/materials for default building style * Updated settings to TextureSideWall * Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization. * Renamed AddColorizeMapboxStyles.cs to MapboxStylesColorModifier.cs to better match existing nomenclature. Refactored MapboxStylesColorModifier.cs: Run method no longer adds ColorizeMapboxStyles.cs monobehaviour to VectorEntity.GameObject; Run method now includes all logic for color selection and material property setting previously found in ColorizeMapboxStyles.cs; utilizes VectorEntity's cached MeshRenderer component to set colors. Deleted ColorizeMapboxStyles.cs and ColorizeMapboxStylesEditor.cs. * Fixed private field naming to meet code style requirements. * Fix indentation * log GPS timestamp once more * Cleanup + update prefabs & UI. * Fixes atlas textures bug, UI bug and creates city sim prefab with textured buildings. * Add building Id tileset as default, fix minor issues. * Update map prefab with default style * Fix to trigger finished state on VectorTileFactory. * Add loading texture, build locationProvider example , fix bug with imagery init. * Update Camera script to work with new map, LocationBasedGame prefab uses camerabounds by default. * Code cleanup - move drawers into their own files. * Code Cleanup. Arrange files into folders. * Foldouts don't forget what they were told to do ;) * Fixed null ref error on MapboxStylesColorModifier; class now null checks m_scriptablePalette on Initialize and Run, and returns if object is null. Cleanup up names in Scriptable Palette Editor to make inspector look slightly cleaner. * Update ARTabletop scene. * updated Clip/Box shader (#580) * updated shader * fix indentation * fixed indent * Recreate ZoomableMap and Globe with new Plug and Play functionality (#585) * created clip shaders for stylized map * Fix errors from meta files. * Add TabletopARkit prefab. * fix missing tangents bug. * Set Relative height = false as default. * Fix issue with final state not being triggered when image factory was disabled. * add UniAndroidPermission * DeviceLocationProvider: request runtime location permissions on Android * add class to open settings for app on Android * update AutoSyncScene * fix AutoSyncScene and WorldAlignmentKit prefab * increase desired accuracy * increase desired accuracy * hopefully getting there * Prefab block for configuration window * update worldalignmentprefab * Merge explorer and interactive styled map examples. * images updated * layout, changelog link * Update WorldAlignmentKit prefab + fix reload script to use "update" function. * ar example scene names * Updated `Explorer` scene. * Updated worlsAlignmentKit * Updated working AR scene. * Fix double map initialize issue. * remove extra example scenes * fix merge conflict: PropertyDrawers.meta * prefab body text * update TabletopAR image * Possible fix for worldScale AR * Add namespace for ObjectPool + change Awake to start in Position with LocationProvider * WIP manual sync AR scene * fix broken WorldAlignmentKit.prefab after merge * make debug paths thicker * Add missing namespaces. * Missing namespace. * Manual World Alignment scene and prefab * fix broken meta file * Update scenes. * Update version to 1.4.0 * Scene cleanup - delete old examples * Fix wrong unwrapped tile id * Possible fix for Configuration window `NullReference` * remove Android pre-build checks for duplicate libraries (#574) * WorldAlignmentKit prefab: remove layer 'Map' from culling mask of Main Camera * move UniAndroidPermission to PlugIns folder * add sub-assets in scenelists via editor (#586) * Moved editor files to Assets/Mapbox/Unity/Editor * Delete moved files - Atlas Generator & scriptable Palette UI * Added Mapbox.Editor namespace, converted spaces to tabs. * Fix compile errors related to meta files. * Cleanup tooltip text. * Fix Warnings. * Update scenes. * Cleanup warnings - pass 2. * Cleanup warnings pass 3. * Update ScenesList.cs * Fix typecast error on filters + filter Pois labels based on localRank. * Add Update method to RangeTileProvider. * Update PathHelpers.cs * Change explorer to Data Explorer, clean unused assets. * fix duplicate buildings in WorldScaleAR-ManualAlignment * silence remaining warnings * Fix screenshot name for explorer, add initialization to elevationLayerProperties as a defensive fix. * Fix typo * Fix build error, turn vector layer off for Globe example, Add build settings. * Config window 1.4 (#587) * add sub-assets in scenelists via editor * assign default value to MapboxConfiguration's token status * Change camera for city simulator scene. * fix RasterTileExample * fix VoxelMap * Fix finished status not getting fired event for globe example. * silence another warning and remove unused using * make TileErrorHandler work with new AbstractMap * Fixes for RC3 * Renamed TabletopARKit prefab to ARTableTop * Turn off initializeOnStart for LocationBasedGame prefab. * Defensive fix for crash on iOS. * Fix for missing features - Add property in vectorsublayerproperties to clip features at tile boundary. * Change scene & prefab with clip at tile boundary setting. * Fix NRE's on inspectors for scriptable objects in sharedmodules. * Remove new from LocationProvider prefab name in LocationBasedGame prefab * Asset file cleanup * Trigger finished status for tiles that error out. * Fix flat terrain factory editor. * remove inital wait for GPS on DeviceLocationProvider start. Implement 'IsLocationServiceEnabled' property on 'Location' and send one Location event when location services are not enabled or failed to start in time. * Fix issue with prefab modifier where removing the `IFeaturePropertySettable` was not setting transforms for prefabs. * Make Modifiers & map selectable from node editor, change mismatching button style. * add 'IsLocationServiceInitializing' to 'Location.cs'. Expose that info in the LocationBasedGame scene * Add all layers from explorer v130 example (most layers turned off) * Make foldouts static. * Update scenelist. * move misplaced `link.xml` into MapboxAR subfolder * Remove interaction from DataExplorer scene, Added a new scene for interaction. * Turn buildings on in Data Explorer :) * Scale the canvas to fit the screen. * Change zoomSpeed = 0, merge building layers. * Update formatting of playground scenes, enable camera for data explorer. * Tweaks to scenes for performance & formatting. * Finally turn on the camera movement script on DataExplorer * Fix scaling in y for map & unity tile. Add script to keep camera above terrain for zoomable map. * Update buildingswithUniqueIds property. * Add prerequisite info for AR scenes. * work around crashes on iOS with escaped characters in the URL * Fix height data query. * Add missing using UnityEngine. * Update example descriptions * Disable SetCameraHeight script + add method to query height in unity units. * Update zoomable map scene to not have setCameraHeight * Remove replacing text with latlong for geocode response. * Fix formatting * Remove DirectionsQuery * Update project version * Add event system to CitySimulator scene + filter mouse events on search UI. * Format main scene UI. * another fix for URL encoding for iOS * Update changelog * Make filter values case - insensitive. (#632) * Make filter values case - insensitive. * Add checks to remove white spaces & empty entries. * Actually fix the issue :( * Fix tile position issue with vector features. Remove option when features are grouped. (#629) * Change file folder names (#635) * Remove folder with bad name. * Change name of folder to MapboxStyles instead of MapBoxStyles * Fix range height extrusion (#613) * Fix range height extrusion mesh generation. * Add extrusion scale factor to multiply height values when extruding geometry. * Update Changelog. * Add missing tooltips. * Don't clip min height for RangeHeight Extrusion option. * Add warning if max height is less than min height. Also, add error message and swap values in code * Collider Dropdown in Abstract Map for adding colliders on top of extruded geometry (#637) * wip * Geometry options drawer modified * collider options added * changed order of the collider options * dots * tooltips added * adding changes to tooltips * Playmode tests (#628) * [wip] PlayMode tests * playmode tests: try with copying files via MapboxDev menu * remove external test project * rename test files to follow naming convention * swtich from FileUtil.Copy/Delete to AssetDatabase.Copy/Delete * fix directions tests * try custom global MAPBOX_PLAYMODE_TESTS define in msc.rsp * remove mcs.rsp * change access modifiers on Directions, Geocoder and TileResource to make them available in EditorMode tests * enable more tests for PlayMode tests * some fixes for OSX and iOS * disbale Request.Cancel test for iOS and Android as results are not cosistent * HACK: workaround to make ForwardGeocode tests pass on iOS * more iOS fixing * add feature collections and kdtree collection (#565) * add feature collections and kdtree collection * Add namespaces to new files. * change InteractiveStyledVectorMap.unity to include a feature collection and query script * change scene objects * add missing highlight buildings script * Remove duplicate file * Updated changelog. * Ui fixes (#643) * Fix foldouts not retaining states between play mode & editor. * Don't allow empty names for layer visualizers. * Add defaults for all sublayer properties to not carry over any options from the previous layer. * Add missing tooltips. * Fix indentation. * Update tooltip for Extent Type. * Add tooltips for prefix labels for dropdowns. * Change `Style Name` to `Data Source` * Fix typo in colorPalette. * Selected newly created layer visualizer. * Update scenes with missing ScriptablePalette. * Update tooltip for min/max height extrusion. * Updated scene. * Update tooltip of sampleCount * Update scene after merge with develop * Fix scene, indentation for collider type. * Update scene with collider options. * [publish docs] (#652) * Add camera table top ar (#614) * Change RangeAroundTransformTile Provider to use the new API. * Add sample camera script for pan & zoom . * Update scene to use the new camera script. * Add reposition tile logic to RangeAroundTransformTileProvider. * Add method to click and get latlong under the mouse. * Added relative panning from camera * removed unnecessary line of code * Quick fix for panning speed * Clean up script and scene. * Update Changelog * Fix satellite imagery on roof not working. (#638) * Fix satellite imagery on roof not working. * Remove commented code. * Update changelog * Disable buildingsWithUniqueIds setting for MapboxStreets data source. (#655) * Added workaround to prevent users from accidentally turning on filtering for MapboxStreets building. * Update changelog * Disable InitializeOnStart when `InitializeWithLocationProvider` is used. (#656) * Disable initialize on start for AR cases. * Add check to make sure map is initialized before updating tiles. * Updated changelog * Updated manual synchornization example scene (#636) * updated manual synchornization example scene * Update TouchCamera.cs Uncommented line at 38. * added hint text to ManualSyncScene * fixed namespaces & moved scripts to new folder * updated scene & made a new manual aligment prefab * added namespace to UpdateMapPosByARPlaneY.cs * Changed map update to correct method. * Update ProjectSettings. * Updated version number +scenelist * Update scene to show ObjectInspector panel again. * fix a bug in LayerPropertyIsEqualFilterComparer (#662) * fix a bug in LayerPropertyIsEqualFilterComparer where it does <= instead of == (fixes #660) * Simplified expression. * Fix incorrect editor culture handling on some locales (#658) (#659) Geocode coordinates are now converted with InvariantCulture, which makes sure they do not depend on the locale of the computer being used. * Set scaleFactor = 1 in property drawer. (#665) * Fix custom mapid (#666) * Fix custom mapId being overridden by empty string. * Add missing reference * removed error messages from manual touch script (#667) * Fix scaling for world scale when zoom level was changed. (#668) * Update worldscale AR scene - fix ARDelta not registering. * fix a bug where SpawnInsideModifier getting stuck in infinite loop (#676) * fix a bug where SpawnInsideModifier getting stuck in infinite loop * Update changelog * Remove duplicate scene. * Make internal method private. * Update Image settings to use retina & mip map * Add BuildingsWithUniqueIds checkbox back. * Update changelog & license. * Update scene. * Release/v1.4.2 (#772) * Fix compile error related to return type. (#572) minor change. * Added a API call to query height Added a API call on AbstractMap to query height at a certain latitude longitude. * Add preset defaults switching + snapMaptoZero hookup. * Changes to MapEditor. * Add code comments for LatitudeLongitudeToTileId change. (#573) * Fix compile error related to return type. * update code comments * Layer Visualizer for Building Ids (#502) * change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles * add comments for an if clause in VectorFeatureUnity * Uv mapping (#503) * add uv mapping height modifier and a demo scene to show it off * fix TextureSideWallModifier to respect min_height property * fix a bug in wall segment calculation in TextureSideWallModifier where CenterSegment feature yielded long first sections fix a bug in PolygonModifier where it doesn't create tangents fix wrong asset bindings * fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration * add a 8 building texture atlas * add new texture from random google images * fix a bug where bottomOfMidUv was calculated wrong * Fix formatting. * Add atlas texturing modifier into Plug & play UI. * Remove presets from map * work on DeviceLocationProvider, AutomaticSyncScene: size of player shows hdop, remove some debug statements * Add parameters to hookup Globe terrain factory. * Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization. * Set defaults for all properties * Add API calls for layers * Renamed AddColorizeMapboxStyles.cs to MapboxStylesColorModifier.cs to better match existing nomenclature. Refactored MapboxStylesColorModifier.cs: Run method no longer adds ColorizeMapboxStyles.cs monobehaviour to VectorEntity.GameObject; Run method now includes all logic for color selection and material property setting previously found in ColorizeMapboxStyles.cs; utilizes VectorEntity's cached MeshRenderer component to set colors. Deleted ColorizeMapboxStyles.cs and ColorizeMapboxStylesEditor.cs. * Add custom option to primitive type - for fully custom modifier stack. * Hook up scriptable palette with P&P * Add code comments to Abstract Map. * Cleanup unused stuff. * Fixed private field naming to meet code style requirements. * Fix indentation * Adds ability to add custom tile providers. * more checks if access token is set (#564) * Style development - colorization and atlas template generator (#579) * add uv mapping height modifier and a demo scene to show it off * fix TextureSideWallModifier to respect min_height property * fix a bug in wall segment calculation in TextureSideWallModifier where CenterSegment feature yielded long first sections fix a bug in PolygonModifier where it doesn't create tangents fix wrong asset bindings * fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration * change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles * add comments for an if clause in VectorFeatureUnity * add a 8 building texture atlas * add new texture from random google images * add roof uv & atlas support * test textures for styling development * add missing constant Vector3Right * fix materials in mat modifier * fix atlas info object * Removed unused properties from shader * New textures/materials for default building style * Updated settings to TextureSideWall * Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization. * Renamed AddColorizeMapboxStyles.cs to MapboxStylesColorModifier.cs to better match existing nomenclature. Refactored MapboxStylesColorModifier.cs: Run method no longer adds ColorizeMapboxStyles.cs monobehaviour to VectorEntity.GameObject; Run method now includes all logic for color selection and material property setting previously found in ColorizeMapboxStyles.cs; utilizes VectorEntity's cached MeshRenderer component to set colors. Deleted ColorizeMapboxStyles.cs and ColorizeMapboxStylesEditor.cs. * Fixed private field naming to meet code style requirements. * Fix indentation * log GPS timestamp once more * Cleanup + update prefabs & UI. * Fixes atlas textures bug, UI bug and creates city sim prefab with textured buildings. * Add building Id tileset as default, fix minor issues. * Update map prefab with default style * Fix to trigger finished state on VectorTileFactory. * Add loading texture, build locationProvider example , fix bug with imagery init. * Update Camera script to work with new map, LocationBasedGame prefab uses camerabounds by default. * Code cleanup - move drawers into their own files. * Code Cleanup. Arrange files into folders. * Foldouts don't forget what they were told to do ;) * Fixed null ref error on MapboxStylesColorModifier; class now null checks m_scriptablePalette on Initialize and Run, and returns if object is null. Cleanup up names in Scriptable Palette Editor to make inspector look slightly cleaner. * Update ARTabletop scene. * updated Clip/Box shader (#580) * updated shader * fix indentation * fixed indent * Recreate ZoomableMap and Globe with new Plug and Play functionality (#585) * created clip shaders for stylized map * Fix errors from meta files. * Add TabletopARkit prefab. * fix missing tangents bug. * Set Relative height = false as default. * Fix issue with final state not being triggered when image factory was disabled. * add UniAndroidPermission * DeviceLocationProvider: request runtime location permissions on Android * add class to open settings for app on Android * update AutoSyncScene * fix AutoSyncScene and WorldAlignmentKit prefab * increase desired accuracy * increase desired accuracy * hopefully getting there * Prefab block for configuration window * update worldalignmentprefab * Merge explorer and interactive styled map examples. * images updated * layout, changelog link * Update WorldAlignmentKit prefab + fix reload script to use "update" function. * ar example scene names * Updated `Explorer` scene. * Updated worlsAlignmentKit * Updated working AR scene. * Fix double map initialize issue. * remove extra example scenes * fix merge conflict: PropertyDrawers.meta * prefab body text * update TabletopAR image * Possible fix for worldScale AR * Add namespace for ObjectPool + change Awake to start in Position with LocationProvider * WIP manual sync AR scene * fix broken WorldAlignmentKit.prefab after merge * make debug paths thicker * Add missing namespaces. * Missing namespace. * Manual World Alignment scene and prefab * fix broken meta file * Update scenes. * Update version to 1.4.0 * Scene cleanup - delete old examples * Fix wrong unwrapped tile id * Possible fix for Configuration window `NullReference` * remove Android pre-build checks for duplicate libraries (#574) * WorldAlignmentKit prefab: remove layer 'Map' from culling mask of Main Camera * move UniAndroidPermission to PlugIns folder * add sub-assets in scenelists via editor (#586) * Moved editor files to Assets/Mapbox/Unity/Editor * Delete moved files - Atlas Generator & scriptable Palette UI * Added Mapbox.Editor namespace, converted spaces to tabs. * Fix compile errors related to meta files. * Cleanup tooltip text. * Fix Warnings. * Update scenes. * Cleanup warnings - pass 2. * Cleanup warnings pass 3. * Update ScenesList.cs * Fix typecast error on filters + filter Pois labels based on localRank. * Add Update method to RangeTileProvider. * Update PathHelpers.cs * Change explorer to Data Explorer, clean unused assets. * fix duplicate buildings in WorldScaleAR-ManualAlignment * silence remaining warnings * Fix screenshot name for explorer, add initialization to elevationLayerProperties as a defensive fix. * Fix typo * Fix build error, turn vector layer off for Globe example, Add build settings. * Config window 1.4 (#587) * add sub-assets in scenelists via editor * assign default value to MapboxConfiguration's token status * Change camera for city simulator scene. * fix RasterTileExample * fix VoxelMap * Fix finished status not getting fired event for globe example. * silence another warning and remove unused using * make TileErrorHandler work with new AbstractMap * Fixes for RC3 * Renamed TabletopARKit prefab to ARTableTop * Turn off initializeOnStart for LocationBasedGame prefab. * Defensive fix for crash on iOS. * Fix for missing features - Add property in vectorsublayerproperties to clip features at tile boundary. * Change scene & prefab with clip at tile boundary setting. * Fix NRE's on inspectors for scriptable objects in sharedmodules. * Remove new from LocationProvider prefab name in LocationBasedGame prefab * Asset file cleanup * Trigger finished status for tiles that error out. * Fix flat terrain factory editor. * remove inital wait for GPS on DeviceLocationProvider start. Implement 'IsLocationServiceEnabled' property on 'Location' and send one Location event when location services are not enabled or failed to start in time. * Fix issue with prefab modifier where removing the `IFeaturePropertySettable` was not setting transforms for prefabs. * Make Modifiers & map selectable from node editor, change mismatching button style. * add 'IsLocationServiceInitializing' to 'Location.cs'. Expose that info in the LocationBasedGame scene * Add all layers from explorer v130 example (most layers turned off) * Make foldouts static. * Update scenelist. * move misplaced `link.xml` into MapboxAR subfolder * Remove interaction from DataExplorer scene, Added a new scene for interaction. * Turn buildings on in Data Explorer :) * Scale the canvas to fit the screen. * Change zoomSpeed = 0, merge building layers. * Update formatting of playground scenes, enable camera for data explorer. * Tweaks to scenes for performance & formatting. * Finally turn on the camera movement script on DataExplorer * Fix scaling in y for map & unity tile. Add script to keep camera above terrain for zoomable map. * Update buildingswithUniqueIds property. * Add prerequisite info for AR scenes. * work around crashes on iOS with escaped characters in the URL * Fix height data query. * Add missing using UnityEngine. * Update example descriptions * Disable SetCameraHeight script + add method to query height in unity units. * Update zoomable map scene to not have setCameraHeight * Remove replacing text with latlong for geocode response. * Fix formatting * Remove DirectionsQuery * Update project version * Add event system to CitySimulator scene + filter mouse events on search UI. * Format main scene UI. * another fix for URL encoding for iOS * Update changelog * Make filter values case - insensitive. (#632) * Make filter values case - insensitive. * Add checks to remove white spaces & empty entries. * Actually fix the issue :( * Fix tile position issue with vector features. Remove option when features are grouped. (#629) * Change file folder names (#635) * Remove folder with bad name. * Change name of folder to MapboxStyles instead of MapBoxStyles * Fix range height extrusion (#613) * Fix range height extrusion mesh generation. * Add extrusion scale factor to multiply height values when extruding geometry. * Update Changelog. * Add missing tooltips. * Don't clip min height for RangeHeight Extrusion option. * Add warning if max height is less than min height. Also, add error message and swap values in code * Collider Dropdown in Abstract Map for adding colliders on top of extruded geometry (#637) * wip * Geometry options drawer modified * collider options added * changed order of the collider options * dots * tooltips added * adding changes to tooltips * Playmode tests (#628) * [wip] PlayMode tests * playmode tests: try with copying files via MapboxDev menu * remove external test project * rename test files to follow naming convention * swtich from FileUtil.Copy/Delete to AssetDatabase.Copy/Delete * fix directions tests * try custom global MAPBOX_PLAYMODE_TESTS define in msc.rsp * remove mcs.rsp * change access modifiers on Directions, Geocoder and TileResource to make them available in EditorMode tests * enable more tests for PlayMode tests * some fixes for OSX and iOS * disbale Request.Cancel test for iOS and Android as results are not cosistent * HACK: workaround to make ForwardGeocode tests pass on iOS * more iOS fixing * add feature collections and kdtree collection (#565) * add feature collections and kdtree collection * Add namespaces to new files. * change InteractiveStyledVectorMap.unity to include a feature collection and query script * change scene objects * add missing highlight buildings script * Remove duplicate file * Updated changelog. * Ui fixes (#643) * Fix foldouts not retaining states between play mode & editor. * Don't allow empty names for layer visualizers. * Add defaults for all sublayer properties to not carry over any options from the previous layer. * Add missing tooltips. * Fix indentation. * Update tooltip for Extent Type. * Add tooltips for prefix labels for dropdowns. * Change `Style Name` to `Data Source` * Fix typo in colorPalette. * Selected newly created layer visualizer. * Update scenes with missing ScriptablePalette. * Update tooltip for min/max height extrusion. * Updated scene. * Update tooltip of sampleCount * Update scene after merge with develop * Fix scene, indentation for collider type. * Update scene with collider options. * [publish docs] (#652) * Add camera table top ar (#614) * Change RangeAroundTransformTile Provider to use the new API. * Add sample camera script for pan & zoom . * Update scene to use the new camera script. * Add reposition tile logic to RangeAroundTransformTileProvider. * Add method to click and get latlong under the mouse. * Added relative panning from camera * removed unnecessary line of code * Quick fix for panning speed * Clean up script and scene. * Update Changelog * Fix satellite imagery on roof not working. (#638) * Fix satellite imagery on roof not working. * Remove commented code. * Update changelog * Disable buildingsWithUniqueIds setting for MapboxStreets data source. (#655) * Added workaround to prevent users from accidentally turning on filtering for MapboxStreets building. * Update changelog * Disable InitializeOnStart when `InitializeWithLocationProvider` is used. (#656) * Disable initialize on start for AR cases. * Add check to make sure map is initialized before updating tiles. * Updated changelog * Updated manual synchornization example scene (#636) * updated manual synchornization example scene * Update TouchCamera.cs Uncommented line at 38. * added hint text to ManualSyncScene * fixed namespaces & moved scripts to new folder * updated scene & made a new manual aligment prefab * added namespace to UpdateMapPosByARPlaneY.cs * Changed map update to correct method. * Update ProjectSettings. * Release/v1.4.1 (#682) (#684) * Fix to properly show Mesh & GO modifiers in the UI * Add UI for removing/combining filters * Break classes into separate files, remove MapAPI wrapper. UnifiedMap takes over the functionality. Fix bug with filters * Add new prefabs for LocationBasedGame and CitySim * Fixes loadingPanel script to work with UnifiedMap * Trigger finished state when no vector layer is turned off. * Fix mapId for Satellite & satellite-streets * update PR template * Update UI to match design - round 1 * Add new data containers * Enable loading external configurations - take 2 (#552) * carry over changes from https://github.com/mapbox/mapbox-unity-sdk/pull/352 to latest develop * Fix the merge typo. * Integrate mapbox-ar-unity (#544) * add ARCore, ARKit, UnityARInterface * Mapbox AR code and examples * add KalmanFilter * some updated metas * fix .gitignore to not ignore parts of ARCore * add AR prefabs * fix .gitignore for .metas from temp files from docs generation * add additional properties to `Location` * add helper class for onscreen console * [wip] integrate AR * more logging for caching * MBTilesCache: Windows fix for path and filenames with +260 chars * add some logging to AbstractMap.cs * add editorconfig * debug messages around telem lib initialization * ARTableTop: test in Vienna * ProjectSettings: enable AR on Android * remove Debug messages * fix typo in TelemetryAndroid.cs file name * add layers needed for AR demo to the project settings * fix Unity's byte stripping for .Net 4.6 and IL2CPP * throw out uncessary stuff that comes with UnityARInterface and ARCore * update readme, add AR readme. * update CHANGELOG * wip integrate ar * Throw away unused ARKit stuff. * Update prefabs & scene * Add defaults options + linewidth parameter. * Add mockup for Presets UI * Adding tooltips for General, Image & Terrain sections. * Fix extra space in Terrain UI. * [WIP] Remove old map files, rename UnifiedMap to AbstractMap - working towards clean merge. * [WIP] Replace old VectorTileFactory with refactored ( VectorTileFactoryNew gets renamed) * add kalman comment * appveyor: don't use PowerShell to download docfx * Fix typo in terrain source. * New textures/materials for default building style * Merge StyleOptimizedVectorTileFactory functionality into VectorTileFactory * Updated settings to TextureSideWall * VectorLayerVisualizer refactor. * Hookup node editor with Plug & play refactor. * Add tooltips for vector section. * Add missing changes to VectorTIle.cs * add QueryTerrainHeight function to AbstractMap (#571) Looks good. * try with GPS position/heading, ignoring AR and bias * Fix compile error related to return type. (#572) minor change. * Added a API call to query height Added a API call on AbstractMap to query height at a certain latitude longitude. * Add preset defaults switching + snapMaptoZero hookup. * Changes to MapEditor. * Add code comments for LatitudeLongitudeToTileId change. (#573) * Fix compile error related to return type. * update code comments * Layer Visualizer for Building Ids (#502) * change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles * add comments for an if clause in VectorFeatureUnity * Uv mapping (#503) * add uv mapping height modifier and a demo scene to show it off * fix TextureSideWallModifier to respect min_height property * fix a bug in wall segment calculation in TextureSideWallModifier where CenterSegment feature yielded long first sections fix a bug in PolygonModifier where it doesn't create tangents fix wrong asset bindings * fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration * add a 8 building texture atlas * add new texture from random google images * fix a bug where bottomOfMidUv was calculated wrong * Fix formatting. * Add atlas texturing modifier into Plug & play UI. * Remove presets from map * work on DeviceLocationProvider, AutomaticSyncScene: size of player shows hdop, remove some debug statements * Add parameters to hookup Globe terrain factory. * Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization. * Set defaults for all properties * Add API calls for layers * Renamed AddColorizeMapboxStyles.cs to MapboxStylesColorModifier.cs to better match existing nomenclature. Refactored MapboxStylesColorModifier.cs: Run method no longer adds ColorizeMapboxStyles.cs monobehaviour to VectorEntity.GameObject; Run method now includes all logic for color selection and material property setting previously found in ColorizeMapboxStyles.cs; utilizes VectorEntity's cached MeshRenderer component to set colors. Deleted ColorizeMapboxStyles.cs and ColorizeMapboxStylesEditor.cs. * Add custom option to primitive type - for fully custom modifier stack. * Hook up scriptable palette with P&P * Add code comments to Abstract Map. * Cleanup unused stuff. * Fixed private field naming to meet code style requirements. * Fix indentation * Adds ability to add custom tile providers. * more checks if access token is set (#564) * Style development - colorization and atlas template generator (#579) * add uv mapping height modifier and a demo scene to show it off * fix TextureSideWallModifier to respect min_height property * fix a bug in wall segment calculation in TextureSideWallModifier where CenterSegment feature yielded long first sections fix a bug in PolygonModifier where it doesn't create tangents fix wrong asset bindings * fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration * change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles * add comments for an if clause in VectorFeatureUnity * add a 8 building texture atlas * add new texture from random google images * add roof uv & atlas support * test textures for styling development * add missing constant Vector3Right * fix materials in mat modifier * fix atlas info object * Removed unused properties from shader * New textures/materials for default building style * Updated settings to TextureSideWall * Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization. * Renamed AddColorizeMapboxStyles.cs to MapboxStylesColorModifier.cs to better match existing nomenclature. Refactored MapboxStylesColorModifier.cs: Run method no longer adds ColorizeMapboxStyles.cs monobehaviour to VectorEntity.GameObject; Run method now includes all logic for color selection and material property setting previously found in ColorizeMapboxStyles.cs; utilizes VectorEntity's cached MeshRenderer component to set colors. Deleted ColorizeMapboxStyles.cs and ColorizeMapboxStylesEditor.cs. * Fixed private field naming to meet code style requirements. * Fix indentation * log GPS timestamp once more * Cleanup + update prefabs & UI. * Fixes atlas textures bug, UI bug and creates city sim prefab with textured buildings. * Add building Id tileset as default, fix minor issues. * Update map prefab with default style * Fix to trigger finished state on VectorTileFactory. * Add loading texture, build locationProvider example , fix bug with imagery init. * Update Camera script to work with new map, LocationBasedGame prefab uses camerabounds by default. * Code cleanup - move drawers into their own files. * Code Cleanup. Arrange files into folders. * Foldouts don't forget what they were told to do ;) * Fixed null ref error on MapboxStylesColorModifier; class now null checks m_scriptablePalette on Initialize and Run, and returns if object is null. Cleanup up names in Scriptable Palette Editor to make inspector look slightly cleaner. * Update ARTabletop scene. * updated Clip/Box shader (#580) * updated shader * fix indentation * fixed indent * Recreate ZoomableMap and Globe with new Plug and Play functionality (#585) * created clip shaders for stylized map * Fix errors from meta files. * Add TabletopARkit prefab. * fix missing tangents bug. * Set Relative height = false as default. * Fix issue with final state not being triggered when image factory was disabled. * add UniAndroidPermission * DeviceLocationProvider: request runtime location permissions on Android * add class to open settings for app on Android * update AutoSyncScene * fix AutoSyncScene and WorldAlignmentKit prefab * increase desired accuracy * increase desired accuracy * hopefully getting there * Prefab block for configuration window * update worldalignmentprefab * Merge explorer and interactive styled map examples. * images updated * layout, changelog link * Update WorldAlignmentKit prefab + fix reload script to use "update" function. * ar example scene names * Updated `Explorer` scene. * Updated worlsAlignmentKit * Updated working AR scene. * Fix double map initialize issue. * remove extra example scenes * fix merge conflict: PropertyDrawers.meta * prefab body text * update TabletopAR image * Possible fix for worldScale AR * Add namespace for ObjectPool + change Awake to start in Position with LocationProvider * WIP manual sync AR scene * fix broken WorldAlignmentKit.prefab after merge * make debug paths thicker * Add missing namespaces. * Missing namespace. * Manual World Alignment scene and prefab * fix broken meta file * Update scenes. * Update version to 1.4.0 * Scene cleanup - delete old examples * Fix wrong unwrapped tile id * Possible fix for Configuration window `NullReference` * remove Android pre-build checks for duplicate libraries (#574) * WorldAlignmentKit prefab: remove layer 'Map' from culling mask of Main Camera * move UniAndroidPermission to PlugIns folder * add sub-assets in scenelists via editor (#586) * Moved editor files to Assets/Mapbox/Unity/Editor * Delete moved files - Atlas Generator & scriptable Palette UI * Added Mapbox.Editor namespace, converted spaces to tabs. * Fix compile errors related to meta files. * Cleanup tooltip text. * Fix Warnings. * Update scenes. * Cleanup warnings - pass 2. * Cleanup warnings pass 3. * Update ScenesList.cs * Fix typecast error on filters + filter Pois labels based on localRank. * Add Update method to RangeTileProvider. * Update PathHelpers.cs * Change explorer to Data Explorer, clean unused assets. * fix duplicate buildings in WorldScaleAR-ManualAlignment * silence remaining warnings * Fix screenshot name for explorer, add initialization to elevationLayerProperties as a defensive fix. * Fix typo * Fix build error, turn vector layer off for Globe example, Add build settings. * Config window 1.4 (#587) * add sub-assets in scenelists via editor * assign default value to MapboxConfiguration's token status * Change camera for city simulator scene. * fix RasterTileExample * fix VoxelMap * Fix finished status not getting fired event for globe example. * silence another warning and remove unused using * make TileErrorHandler work with new AbstractMap * Fixes for RC3 * Renamed TabletopARKit prefab to ARTableTop * Turn off initializeOnStart for LocationBasedGame prefab. * Defensive fix for crash on iOS. * Fix for missing features - Add property in vectorsublayerproperties to clip features at tile boundary. * Change scene & prefab with clip at tile boundary setting. * Fix NRE's on inspectors for scriptable objects in sharedmodules. * Remove new from LocationProvider prefab name in LocationBasedGame prefab * Asset file cleanup * Trigger finished status for tiles that error out. * Fix flat terrain factory editor. * remove inital wait for GPS on DeviceLocationProvider start. Implement 'IsLocationServiceEnabled' property on 'Location' and send one Location event when location services are not enabled or failed to start in time. * Fix issue with prefab modifier where removing the `IFeaturePropertySettable` was not setting transforms for prefabs. * Make Modifiers & map selectable from node editor, change mismatching button style. * add 'IsLocationServiceInitializing' to 'Location.cs'. Expose that info in the LocationBasedGame scene * Add all layers from explorer v130 example (most layers turned off) * Make foldouts static. * Update scenelist. * move misplaced `link.xml` into MapboxAR subfolder * Remove interaction from DataExplorer scene, Added a new scene for interaction. * Turn buildings on in Data Explorer :) * Scale the canvas to fit the screen. * Change zoomSpeed = 0, merge building layers. * Update formatting of playground scenes, enable camera for data explorer. * Tweaks to scenes for performance & formatting. * Finally turn on the camera movement script on DataExplorer * Fix scaling in y for map & unity tile. Add script to keep camera above terrain for zoomable map. * Update buildingswithUniqueIds property. * Add prerequisite info for AR scenes. * work around crashes on iOS with escaped characters in the URL * Fix height data query. * Add missing using UnityEngine. * Update example descriptions * Disable SetCameraHeight script + add method to query height in unity units. * Update zoomable map scene to not have setCameraHeight * Remove replacing text with latlong for geocode response. * Fix formatting * Remove DirectionsQuery * Update project version * Add event system to CitySimulator scene + filter mouse events on search UI. * Format main scene UI. * another fix for URL encoding for iOS * Update changelog * Make filter values case - insensitive. (#632) * Make filter values case - insensitive. * Add checks to remove white spaces & empty entries. * Actually fix the issue :( * Fix tile position issue with vector features. Remove option when features are grouped. (#629) * Change file folder names (#635) * Remove folder with bad name. * Change name of folder to MapboxStyles instead of MapBoxStyles * Fix range height extrusion (#613) * Fix range height extrusion mesh generation. * Add extrusion scale factor to multiply height values when extruding geometry. * Update Changelog. * Add missing tooltips. * Don't clip min height for RangeHeight Extrusion option. * Add warning if max height is less than min height. Also, add error message and swap values in code * Collider Dropdown in Abstract Map for adding colliders on top of extruded geometry (#637) * wip * Geometry options drawer modified * collider options added * changed order of the collider options * dots * tooltips added * adding changes to tooltips * Playmode tests (#628) * [wip] PlayMode tests * playmode tests: try with copying files via MapboxDev menu * remove external test project * rename test files to follow naming convention * swtich from FileUtil.Copy/Delete to AssetDatabase.Copy/Delete * fix directions tests * try custom global MAPBOX_PLAYMODE_TESTS define in msc.rsp * remove mcs.rsp * change access modifiers on Directions, Geocoder and TileResource to make them available in EditorMode tests * enable more tests for PlayMode tests * some fixes for OSX and iOS * disbale Request.Cancel test for iOS and Android as results are not cosistent * HACK: workaround to make ForwardGeocode tests pass on iOS * more iOS fixing * add feature collections and kdtree collection (#565) * add feature collections and kdtree collection * Add namespaces to new files. * change InteractiveStyledVectorMap.unity to include a feature collection and query script * change scene objects * add missing highlight buildings script * Remove duplicate file * Updated changelog. * Ui fixes (#643) * Fix foldouts not retaining states between play mode & editor. * Don't allow empty names for layer visualizers. * Add defaults for all sublayer properties to not carry over any options from the previous layer. * Add missing tooltips. * Fix indentation. * Update tooltip for Extent Type. * Add tooltips for prefix labels for dropdowns. * Change `Style Name` to `Data Source` * Fix typo in colorPalette. * Selected newly created layer visualizer. * Update scenes with missing ScriptablePalette. * Update tooltip for min/max height extrusion. * Updated scene. * Update tooltip of sampleCount * Update scene after merge with develop * Fix scene, indentation for collider type. * Update scene with collider options. * [publish docs] (#652) * Add camera table top ar (#614) * Change RangeAroundTransformTile Provider to use the new API. * Add sample camera script for pan & zoom . * Update scene to use the new camera script. * Add reposition tile logic to RangeAroundTransformTileProvider. * Add method to click and get latlong under the mouse. * Added relative panning from camera * removed unnecessary line of code * Quick fix for panning speed * Clean up script and scene. * Update Changelog * Fix satellite imagery on roof not working. (#638) * Fix satellite imagery on roof not working. * Remove commented code. * Update changelog * Disable buildingsWithUniqueIds setting for MapboxStreets data source. (#655) * Added workaround to prevent users from accidentally turning on filtering for MapboxStreets building. * Update changelog * Disable InitializeOnStart when `InitializeWithLocationProvider` is used. (#656) * Disable initialize on start for AR cases. * Add check to make sure map is initialized before updating tiles. * Updated changelog * Updated manual synchornization example scene (#636) * updated manual synchornization example scene * Update TouchCamera.cs Uncommented line at 38. * added hint text to Manual…
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CONTRIBUTING.md

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If you want to contribute:
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1. Ensure that existing [pull requests](https://github.com/mapbox/mapbox-unity-sdk/pulls) and [issues](https://github.com/mapbox/mapbox-unity-sdk/issues) don’t already cover your contribution or question.
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2. Please see [known issues](https://www.mapbox.com/mapbox-unity-sdk/docs/02-known-issues.html) for contrubition ideas.
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2. Please see [known issues](https://www.mapbox.com/mapbox-unity-sdk/docs/02-known-issues.html) for contribution ideas.
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3. Pull requests are gladly accepted. We require code reviews before merging PRs. When your tests pass, tag a project contributor (for example, @isiyu, @BergWerkGIS, @brnky, or @david-rhodes) and request a review.
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4. Please adhere to our [coding style](CODING-STYLE.md).
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update-mapbox-unity-sdk-core.bat
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```
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This process copies releavant files from `mapbox-sdk-unity/dependencies` to `mapbox-sdk-unity/sdkproject/Assets/Mapbox/Core/`.
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This process copies relevant files from `mapbox-sdk-unity/dependencies` to `mapbox-sdk-unity/sdkproject/Assets/Mapbox/Core/`.
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# Contributing from your own project
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README.md

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# Mapbox-unity-sdk
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### For Unity 2017.1+
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### For Unity 2017.1.2+
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**AR support requires Unity 2017.3+, Android 7+ (Nougat), iOS 11.3**
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This repo contains:
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- Unity specific tools and libraries for processing Mapbox data
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- Example projects using Mapbox Maps SDK for Unity
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- DocFX project for generateing API documentation
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- DocFX project for generating API documentation
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- Written manuals and guides
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# Getting started

documentation/docs/05-changelog.md

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## CHANGELOG
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### v.1.4.5
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08/20/2018
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##### New Features
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- Added a **ReplaceFeatureCollectionModifier** class that allows multiple ReplaceFeatureModifiers to be run from one modifier.
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- Added seven hero structures - Transamerica Pyramid, Coit Tower, Salesforce Tower, Empire State Building, Chrysler Building, One World Trade Center, Statue of Liberty.
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##### Improvements
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- Added color option to texturing style
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- Added color palettes drop down to Simple texturing option. Allows users to choose between different color palettes.
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- Improvements to Tile states and map states. Map extent finished state is robust and deterministic.
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- Removed dependency of Tile Providers on Update methods.
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### v.1.4.4
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*07/10/2018*
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##### New Features
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- Selecting `Simple` Texturing Style in a `Vector Layer Visualizer` exposes a drop down menu which allows users to select a color palette for that layer.
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##### Improvements
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- Added 2 examples to the setup dialog
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- Added 2 examples to the setup dialog
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- AstronautGame - enhanced version of the Location Based game with custom styling and Astronaut asset
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- TrafficAndDirections - example built around using Mapbox's traffic data layer and directions API
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- Fix an issue with factories where a racing condition causing tiles without imagery
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- Fixes the issue with Replacement Modifier to prevent duplicate prefab spawning and blocking wrong features.
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- Fixes the issue with custom styles that go missing after building to a device.
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- Fix an issue with factories where a racing condition causing tiles without imagery
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### v.1.4.3
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*06/18/2018*
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##### Improvements
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- Added a separate Traffic and Directions demo scene
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- Added a separate Traffic and Directions demo scene
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- Changed loft modifier to stretch texture horizontally
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- Changed Directions Factory to check waypoints on timer and recalculate path if there's a chance
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### v.1.4.3
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*05/29/2018*
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### v.1.4.3
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*06/18/2018*
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##### New Features
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- Added a **Feature Replacement Modifer** that allows replacement of a vector feature at a given Latitude,Longitude with a supplied prefab. Enables replacing a procedurally generated building at a given Latitude,Longitude with a custom 3D model.
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- Texturing Style dropdown now allows users to select from prepackaged texture styles or custom, which allows for user-defined texturing.

sdkproject/Assets/Mapbox/Core/mapbox-sdk-cs/Map/CanonicalTileId.cs

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/// Data type to store <see href="https://en.wikipedia.org/wiki/Web_Mercator"> Web Mercator</see> tile scheme.
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/// <see href="http://www.maptiler.org/google-maps-coordinates-tile-bounds-projection/"> See tile IDs in action. </see>
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/// </summary>
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public struct CanonicalTileId
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public struct CanonicalTileId : IEquatable<CanonicalTileId>
1717
{
1818
/// <summary> The zoom level. </summary>
1919
public readonly int Z;
@@ -78,5 +78,40 @@ public override string ToString()
7878
{
7979
return this.Z + "/" + this.X + "/" + this.Y;
8080
}
81+
82+
#region Equality
83+
public bool Equals(CanonicalTileId other)
84+
{
85+
return this.X == other.X && this.Y == other.Y && this.Z == other.Z;
86+
}
87+
88+
public override int GetHashCode()
89+
{
90+
return X ^ Y ^ Z;
91+
}
92+
93+
public static bool operator ==(CanonicalTileId a, CanonicalTileId b)
94+
{
95+
return a.X == b.X && a.Y == b.Y && a.Z == b.Z;
96+
}
97+
98+
public static bool operator !=(CanonicalTileId a, CanonicalTileId b)
99+
{
100+
return !(a == b);
101+
}
102+
103+
public override bool Equals(object obj)
104+
{
105+
if (obj is CanonicalTileId)
106+
{
107+
return this.Equals((CanonicalTileId)obj);
108+
}
109+
else
110+
{
111+
return false;
112+
}
113+
}
114+
115+
#endregion
81116
}
82117
}

sdkproject/Assets/Mapbox/Core/mapbox-sdk-cs/Map/TileErrorEventArgs.cs

Lines changed: 4 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -5,7 +5,8 @@
55
using System.Collections.Generic;
66
using System.Collections.ObjectModel;
77

8-
public class TileErrorEventArgs:EventArgs {
8+
public class TileErrorEventArgs : EventArgs
9+
{
910

1011
/// <summary>
1112
/// The tile identifier.
@@ -50,7 +51,7 @@ public TileErrorEventArgs(CanonicalTileId TileId, Type TileType, UnityTile Unity
5051
{
5152
this.TileId = TileId;
5253
List<Exception> _exceptions = new List<Exception>();
53-
foreach(var exception in Exceptions)
54+
foreach (var exception in Exceptions)
5455
{
5556
_exceptions.Add(exception);
5657
}
@@ -59,4 +60,4 @@ public TileErrorEventArgs(CanonicalTileId TileId, Type TileType, UnityTile Unity
5960
this.TileType = TileType;
6061
}
6162
}
62-
}
63+
}

sdkproject/Assets/Mapbox/Core/mapbox-sdk-cs/Map/UnwrappedTileId.cs

Lines changed: 28 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -1,16 +1,12 @@
1-
//-----------------------------------------------------------------------
2-
// <copyright file="UnwrappedTileId.cs" company="Mapbox">
3-
// Copyright (c) 2016 Mapbox. All rights reserved.
4-
// </copyright>
5-
//-----------------------------------------------------------------------
1+
using System;
62

73
namespace Mapbox.Map
84
{
95
/// <summary>
106
/// Unwrapped tile identifier in a slippy map. Similar to <see cref="CanonicalTileId"/>,
117
/// but might go around the globe.
128
/// </summary>
13-
public struct UnwrappedTileId
9+
public struct UnwrappedTileId : IEquatable<UnwrappedTileId>
1410
{
1511
/// <summary> The zoom level. </summary>
1612
public readonly int Z;
@@ -59,6 +55,32 @@ public override string ToString()
5955
return this.Z + "/" + this.X + "/" + this.Y;
6056
}
6157

58+
public bool Equals(UnwrappedTileId other)
59+
{
60+
return this.X == other.X && this.Y == other.Y && this.Z == other.Z;
61+
}
62+
63+
public override int GetHashCode()
64+
{
65+
return (X << 6) ^ (Y << 16) ^ (Z << 8);
66+
//return X ^ Y ^ Z;
67+
}
68+
69+
public override bool Equals(object obj)
70+
{
71+
return this.X == ((UnwrappedTileId)obj).X && this.Y == ((UnwrappedTileId)obj).Y && this.Z == ((UnwrappedTileId)obj).Z;
72+
}
73+
74+
public static bool operator ==(UnwrappedTileId a, UnwrappedTileId b)
75+
{
76+
return a.X == b.X && a.Y == b.Y && a.Z == b.Z;
77+
}
78+
79+
public static bool operator !=(UnwrappedTileId a, UnwrappedTileId b)
80+
{
81+
return !(a == b);
82+
}
83+
6284
public UnwrappedTileId North
6385
{
6486
get
Lines changed: 132 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,132 @@
1+
namespace Mapbox.MapboxSdkCs.UnitTest
2+
{
3+
4+
5+
using NUnit.Framework;
6+
using Mapbox.Unity.Location;
7+
8+
9+
[TestFixture]
10+
internal class AngleSmoothingTest
11+
{
12+
13+
14+
[Test]
15+
public void NoOp()
16+
{
17+
//NoOp does nothing. should always return latest value
18+
AngleSmoothingNoOp noop = new AngleSmoothingNoOp();
19+
string opName = noop.GetType().Name + " ";
20+
noop.Add(23);
21+
Assert.AreEqual(23d, noop.Calculate(), opName + "did modify data");
22+
noop.Add(29);
23+
Assert.AreEqual(29d, noop.Calculate(), opName + "did modify data");
24+
noop.Add(178.5);
25+
Assert.AreEqual(178.5d, noop.Calculate(), opName + "did modify data");
26+
noop.Add(359.99);
27+
Assert.AreEqual(359.99d, noop.Calculate(), opName + "did modify data");
28+
}
29+
30+
31+
[Test]
32+
public void Average()
33+
{
34+
// simple average
35+
AngleSmoothingAverage avg = new AngleSmoothingAverage();
36+
string opName = avg.GetType().Name + " ";
37+
avg.Add(355);
38+
avg.Add(15);
39+
Assert.AreEqual(5d, avg.Calculate(), opName + "did not properly calculate across 0");
40+
41+
avg.Add(335);
42+
Assert.AreEqual(355d, avg.Calculate(), opName + "did not properly calculate back across 0");
43+
44+
// add more angles to check if internal buffer rolls over correctly
45+
avg.Add(180);
46+
avg.Add(160);
47+
avg.Add(140);
48+
avg.Add(120);
49+
avg.Add(100);
50+
Assert.AreEqual(140d, avg.Calculate(), opName + "internal default buffer of 5 did not roll over correctly");
51+
}
52+
53+
54+
[Test]
55+
public void LowPass()
56+
{
57+
//simple low pass filter
58+
// parameter 1.0 => no smoothing: despite calucations going on last value should be returned
59+
AngleSmoothingLowPass lp = new AngleSmoothingLowPass(1.0d);
60+
string opName = lp.GetType().Name + " ";
61+
lp.Add(45);
62+
lp.Add(90);
63+
lp.Add(135);
64+
lp.Add(180);
65+
lp.Add(225);
66+
Assert.AreEqual(225d, lp.Calculate(), opName + "smoothed but shouldn't have");
67+
68+
lp = new AngleSmoothingLowPass(0.5d);
69+
lp.Add(45);
70+
lp.Add(90);
71+
lp.Add(135);
72+
lp.Add(180);
73+
lp.Add(225);
74+
Assert.AreEqual(193.75d, lp.Calculate(), opName + "did not smooth as expected");
75+
76+
// parameter 1.0 => no smoothing: despite calucations going on last value should be returned
77+
lp = new AngleSmoothingLowPass(1d);
78+
lp.Add(355);
79+
lp.Add(355);
80+
lp.Add(5);
81+
lp.Add(5);
82+
lp.Add(5);
83+
Assert.AreEqual(5d, lp.Calculate(), opName + "did not *not* smooth across '0' as expected");
84+
85+
lp = new AngleSmoothingLowPass(0.5d);
86+
lp.Add(355);
87+
lp.Add(355);
88+
lp.Add(10);
89+
lp.Add(10);
90+
lp.Add(10);
91+
Assert.AreEqual(8.14d, lp.Calculate(), opName + "did not smooth across '0' as expected");
92+
lp.Add(320);
93+
Assert.AreEqual(344.02d, lp.Calculate(), opName + "did not smooth back across '0' as expected");
94+
}
95+
96+
97+
[Test]
98+
public void Weighted()
99+
{
100+
// exponential moving average
101+
// parameter 1.0 => no smoothing
102+
AngleSmoothingEMA ema = new AngleSmoothingEMA();
103+
string opName = ema.GetType().Name + " ";
104+
ema.Add(45);
105+
ema.Add(90);
106+
ema.Add(135);
107+
ema.Add(180);
108+
ema.Add(225);
109+
Assert.AreEqual(165.74d, ema.Calculate(), opName + "didn't smooth as expected");
110+
111+
ema = new AngleSmoothingEMA();
112+
ema.Add(350);
113+
ema.Add(355);
114+
ema.Add(5);
115+
ema.Add(10);
116+
ema.Add(10);
117+
Assert.AreEqual(3.85d, ema.Calculate(), opName + "didn't smooth as expected across 0");
118+
119+
ema = new AngleSmoothingEMA();
120+
ema.Add(20);
121+
ema.Add(15);
122+
ema.Add(350);
123+
ema.Add(345);
124+
ema.Add(330);
125+
Assert.AreEqual(350.43d, ema.Calculate(), opName + "didn't smooth as expected back across 0");
126+
}
127+
128+
129+
130+
131+
}
132+
}

sdkproject/Assets/MapboxAR/Examples/ARTabletop/Scripts/ARTableTileProvider.cs.meta renamed to sdkproject/Assets/Mapbox/Core/mapbox-sdk-cs/Tests/UnitTests/Editor/MapboxUnitTests_AngleSmoothing.cs.meta

Lines changed: 2 additions & 2 deletions
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