2023.1.116.1 IndustrialAssetsBuilder
- 1 Overview
- 2 Where to find
- 3 Feature Layout
- 3.1 Select Meshes
- 3.1.1 Inspector
- 3.1.2 Scene View
- 3.2 Add Splines
- 3.2.1 Inspector
- 3.2.2 Scene View
- 3.3 Define Relations (Segments)
- 3.3.1 Inspector
- 3.3.2 Scene View
- 3.4 Define Relations (Dimensions)
- 3.4.1 Scene View
- 3.5 Add Child Transforms
- 3.5.1 Inspector
- 3.5.2 Scene View
- 3.6 Review Asset
- 3.1 Select Meshes
- 4 How to use
Overview
This tools is used to design and build Box- and SplineAssets. It takes a user step wise through the designing process of such assets, which is finished by generating the actual asset.
Where to find
The feature can be found under Prespective Menu > Alpha features > Industrial Assets > Industrial Assets Builder
Feature Layout
The Industrial Assets Builder will guide the user through multiple designing steps. Each of which will be described individually.
Select Meshes
The first step is selecting the meshes used for the Asset.
All Meshes assigned will be copied as new and merged into one mesh for the actual Asset.
Inspector
Select Meshes |
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Origin | Displays settings for the origin of the combined mesh that will be created |
Offset | Define an offset to the center of the bounding box to where the origin of the new mesh will be placed. |
Meshes (X) | Shows a list of all meshes assigned to be part of the Asset. If more than five meshes have been assigned, the list will be cutoff and a “Show More” button will be displayed. |
Add All Children Meshes | Clicking this button automatically finds all meshes that are parented under the Industrial Assets Builder and adds them to the list. |
Edit | This button unfolds the transform settings for the mesh. |
X | This button removes the mesh from the list; it will no longer be a part of the Asset. |
Position | The local position of the mesh relative to the Industrial Assets builder. |
Rotation | The local rotation of the mesh relative to the Industrial Assets builder. |
Scale | The local scale of the mesh relative to the Industrial Assets builder. |
Add | Assigning a Mesh Filter to this field will add it to the list. |
Apply | Clicking this button will finalize this step in the designing process. |
Scene View
All meshes that will be part of the asset are wrapped into a single bounding box. This bounding box is drawn in the scene view. As long as no meshes are being edited, a handle will be drawn so that you can set the origin offset from within the scene.
Add Splines
The second step is adding Splines to the Asset. This is optional.
Here you can describe how Splines should be generated for the Asset. You can set the Axis the Spline should follow and its relative position within the Asset.
Inspector
Add Splines |
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Main Spline | The first Spline description added will describe the Main Spline. If the Asset becomes a Spline Asset, this will be the Spline used for it. |
Delete | Delete a Spline description from the list. |
Axis | Selects one of three axes the Spline can follow. |
Offset | The relative offset of the generated Spline to the Asset. |
Direction | The direction of the spline. |
Color | The color of the Gizmo drawn for this Spline description. These are generated randomly upon creating a new Spline description. |
Sub Spline #X | Any other Spline descriptions after the first one are Sub Splines. |
Add Spline | Clicking this button will add a new Spline description to the end of the current list. |
Back | Clicking this button allows the user to go back one step in the designing process. |
Apply | Clicking this button will finalize this step in the designing process. |
Scene View
Splines added will be drawn as colored lines over the asset in the scene view. The arrow in the middle of the spline indicates the direction of the spline. You can change the offset of each spline by dragging its position gizmo over the face of the assets Bounding Box.
Define Relations (Segments)
The third, fourth and fifth steps are assigning relations to the X, Y and Z axis of the Asset.
Each of these steps are identical. Here you can describe how the Asset needs to be scaled over the axes.
Inspector
Define Relations |
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Axis Title | Set the title of the Axis. |
Nodes | Shows the list of nodes assigned to the axis. |
Add Node | Enables Scene GUI to add a new node to the axis. |
#X | Displays the position of the node with ID X. |
Relation | The relation type between the two nodes this field is in between. |
Segment | The segment this section is assigned to. (Only visible when at least 2 segments exist) |
Split | Add a new node to the list so that the relation is split into two new relations. |
Delete | Remove the node from the list, fusing its current relations into one. |
Back | Clicking this button allows the user to go back one step in the designing process. |
Apply | Clicking this button will finalize this step in the designing process. |
Segments | Shows the list of segments to which relations can be assigned. |
#X | Shows the ID of the segment. |
Name | You can change the name of the segment. |
Delete | Remove the segment from the list. This is only possible if no relations are assigned to it. |
Add New Segment | Add a new segment to the list. |
Scene View
Nodes on the axis are drawn with their ID’s. These can be dragged along the axis to be re-positioned. The relation types between the nodes, and the segments they are assigned to, are both displayed by both the lines above the asset and the colored blocks.
Define Relations (Dimensions)
The sixth, seventh and eighth steps are assigning relations to the X, Y and Z axis of the Asset.
Each of these steps are identical. Here you can describe the minimum and maximum dimensions of the Asset.
Define Relations |
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Name | The segment name is displayed |
Current Length | The length of the segment as it currently is. |
Physical Minimum Length | The physical minimum length the asset allows for with its current relations. |
Minimum Length | The minimum length that the Asset is allowed to have by design. |
Maximum Length | The maximum length that the Asset is allowed to have by design. |
Physical Maximum Length | The physical maximum length the asset allows for with its current relations. |
Scene View
This has no Scene View representation.
Add Child Transforms
The ninth step is assigning child transforms to the asset. These move along with the asset as it is being scaled, but are not part of the actual scaling.
Inspector
Define Relations |
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Transform | Shows the transform that is assigned as a child transform. |
Offset | The offset to the child transforms pivot the asset uses to determine the position at which the transform translates along with the asset while scaling. |
Warning Sign | Indicated that the transforms pivot, including offset, is not within the asset and thus not valid. |
Edit | Enables individual settings for a child transform. |
Cross-hair Button | Determines the closest point on the asset the transform can set its offset to be within the asset, as sets the offset to that value. As long as at least one warning sign is shown, you cannot apply this step. |
X | Remove the transform from the list. |
Add Transform | Add a new child transform to the list. The transform has to be a child of the IndustrialAssetsBuilder in the hierarchy and cannot already be a part of the asset. |
Back | Clicking this button allows the user to go back one step in the designing process. |
Apply | Clicking this button will finalize this step in the designing process. |
Scene View
For each Child Transform its actual pivot point is drawn and the offset point which the asset will use to translate the child transform along with the asset while scaling.
Review Asset
The tenth step is reviewing the asset before a Box- or SplineAsset is generated.
Define Relations |
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X/Y/Z-Axis | Clicking on of these buttons will position the scene camera to view the asset from that axis. |
Asset Name | The asset is saved under the given asset name. This has to be a unique name. |
Overwrite Existing Asset | If the given asset name is not unique, enabling this will allow the IndustrialAssetsBuilder to delete the existing asset under that name before generating the new asset. |
Remove Original Objects | All original meshes that are part of the asset mesh are disabled in the scene. Enabling this feature will remove all these disabled meshes from the scene automatically. |
Back | Clicking this button allows the user to go back one step in the designing process. |
Apply | Clicking this button will finalize this step in the designing process and generate a Box- or SplineAsset. |
How to use
Gather all meshes you wish to use for the asset under a single shared parent GameObject. Make sure there are no meshes on the parent GameObject self.
Add the IndustrialAssetsBuilder component to the parent GameObject.
By default, all meshes under this GameObject are added as to be part of the asset. Make sure only meshes that need to be part of the asset are added, then click apply.
Some assets will need to make uses of splines. Add any splines to the asset now. Select the axis on which you want to align these splines and adjust their offset if necessary. This is optional. Then click apply.
Define the relations along the X axis. Add nodes to separate the axis into separate sections, each which has its own scaling method. You can also assign them to segments now. Then click apply.
Repeat step 5 for the Y and Z axis.
Set the allowed dimensions for the asset on each axis. Then click Apply.
Add any child transforms to the asset. These move along with the asset as it is being scaled, but are not part of the actual scaling. This is optional. Then click apply.
Review the asset design before generating the actual asset. Give a unique name to the asset. Then click apply.
The Box- or Spline Asset has now been generated and is ready for use.
Prespective Documentation