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Merge master develop (#773)
* 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 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/v1.4.1 (#682) (#683) * 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" func…
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documentation/docs/05-changelog.md

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## CHANGELOG
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### v.1.4.2
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*??/??/2018*
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- Layer names and property names are preloaded from the data source into a dropdown.
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##### BREAKING CHANGES
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- Property `Heading` on `Location` object has been split into `UserHeading` and `DeviceOrientation`.
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- `UserHeading`: the direction the user is moving. This is calculated from the latest position. If the user stops moving the last heading value is kept.
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- `DeviceOrientation`: value obtained from the device compass. Where the device is looking to.
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*05/14/2018*
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##### New Features
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- Layer names and property names are preloaded from the data source into a dropdown.
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- Add `Location Prefabs` section to `AbstractMap`. Enables users to spawn prefabs at points-of-interest on the map directly from the `AbstractMap` UI.
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- Add options to spawn prefabs on points-of-interest using `Mapbox Category`, `Name`, or a list of `Address or LatLon`.
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- Add methods on `AbstractMap` to spawn prefabs. Enables users to add layers via script.
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- Factories register to events in DataFetchers
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- `Layer Name` , `Extrusion Property Name` and `Filter Key` are now selectable dropdowns indicating the layers and properties available in the current `Data Source`. Layers and properties no longer require manual string entry.
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#### Bug Fixes
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- Added checks to prevent NRE in `GeocodeAttributeSearchWindow` when searching with an invalid token or no connection.
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- Fix issue where side wall mesh generation did not work with elevated terrain.
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#### Known Issues
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- `Filters` with empty key or value parameters will exclude all features in a layer.
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- SDK will throw `[Physics.PhysX] cleaning the mesh failed` error if a MapFeature is used with the following options: {Primitive Type: `Line`, LayerName: `Road`, Collider Type: `Mesh Collider`}
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##### BREAKING CHANGES
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- Property `Heading` on `Location` object has been split into `UserHeading` and `DeviceOrientation`.
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- `UserHeading`: the direction the user is moving. This is calculated from the latest position. If the user stops moving the last heading value is kept.
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- `DeviceOrientation`: value obtained from the device compass. Where the device is looking to.
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### v.1.4.1
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*04/17/2018*

sdkproject/Assets/Mapbox/Examples/0_PrefabScenes/CitySimulator.unity

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- target: {fileID: 114196496685157712, guid: 5bb46bae81bf04608ac699be504c5e66,
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type: 2}
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propertyPath: _vectorData._layerProperty.vectorSubLayers.Array.data[0].materialOptions.colorPalette
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value:
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objectReference: {fileID: 11400000, guid: ef118b5e263da4b1fa4327ca1d3e0c7b,
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type: 2}
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m_ParentPrefab: {fileID: 100100000, guid: 5bb46bae81bf04608ac699be504c5e66, type: 2}
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sdkproject/Assets/Mapbox/Examples/1_DataExplorer/DataExplorer.unity

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sourceId: mapbox.3d-buildings,mapbox.mapbox-streets-v7,mapbox.mapbox-traffic-v1,mapbox.mapbox-terrain-v2
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MeshModifiers: []
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GoModifiers: []
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sourceId: mapbox.3d-buildings,mapbox.mapbox-streets-v7,mapbox.mapbox-traffic-v1,mapbox.mapbox-terrain-v2
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- {fileID: 11400000, guid: 4aeb0629486794f25bf199af8a4f4830, type: 2}
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sourceId: mapbox.3d-buildings,mapbox.mapbox-streets-v7,mapbox.mapbox-traffic-v1,mapbox.mapbox-terrain-v2
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sdkproject/Assets/Mapbox/Examples/1_DataExplorer/InteractiveStyledVectorMap.unity

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
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