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SECTR TERRAIN STREAMING QUICKSTART(翻譯)

2020-05-08 17:59 作者:unity_某某師_高錦錦  | 我要投稿

Please note: This is the quickstart guide that gives a fast introduction on how to stream large open world terrains with SECTR. Please refer to the full manual in the Documentation folder as well. Version 2019.0.1

請注意:這是快速入門指南給出一個快速介紹如何用SECTR打開開放世界地形。請參閱手冊全文文檔文件夾。版本2019.0.1

Contents
Contents ...................................................................................................................................0
Step 1: Back up your project .................................................................................................2
Step 2: Split and Sectorize your terrain .................................................................................3
Step 3 (Optional) Adding GameObjects:............................................................................4
Step 5: Build, Play, Stream ......................................................................................................6
Appendix A: Using Gaia / GeNa / CTS on your terrain......................................................7 Gaia.......................................................................................................................................7
CTS .........................................................................................................................................8
GeNa 2..................................................................................................................................8
Appendix B: Adding other 3rd party assets. ........................................................................8

內容

內容................................................................................................................................... 0

步驟1:備份項目................................................................................................. 2

步驟2:切割和Sectorize地形................................................................................. 3

步驟3(可選)添加GameObjects: ............................................................................ 4

第五步:構建、播放、流...................................................................................................... 6

附錄A:使用Gaia/GeNa/ CTS在你的地形中...................................................... 7

Gaia....................................................................................................................................... 7

CTS ......................................................................................................................................... 8

GeNa2 .................................................................................................................................. 8

附錄B:添加其他第三方資源。........................................................................8

Step 1: Back up your project (第一步備份你的工程)

If you have put a considerable amount of time into the terrain you are about to set up for streaming, please BACK UP YOUR PROJECT before beginning to look into terrain streaming. Terrain streaming will make massive changes to your scene, some of which are not reversible that easily. It will always be better to have a backup ready so that you can reverse your project back to an earlier state in case anything goes wrong.

如果你已經花了相當多的時間在地形上,你將設置為流,請在開始查看地形流之前備份你的項目。地形流將對你的場景做出巨大的改變,其中一些是不可逆的那么容易。最好準備一個備份,以便在出現(xiàn)問題時可以將項目恢復到以前的狀態(tài)。

Step 2: Setting up a loader(設置加載程序)

The first actual step in preparing a terrain for streaming is to choose a loader that determines how your terrain will be streamed in. In 99% percent of the cases you will want to use a “Region Loader”. The region loader will load in sectors around the player or the camera in a defined radius. This is perfect in a terrain scenario, the player can explore the world and the terrain will be loaded in around them.

準備地形流的第一個實際步驟是選擇一個加載器,它決定地形將如何流進來。在99%的情況下,您都希望使用“區(qū)域加載程序”。區(qū)域加載器將加載在玩家或相機周圍的扇區(qū)中,在一個確定的半徑內。這是一個完美的地形場景,玩家可以探索世界,地形將加載在他們周圍。

To add a Region Loader to your player or camera, select the GameObject in your hierarchy and Add a Region Loader Component to it. You can do so by searching for the component in the “Add Component” Menu, or by selecting “Component -> Procedural Worlds -> SECTR -> Stream -> Region Loader”.

要向您的播放器或相機添加區(qū)域加載器,請在層次結構中選擇GameObject并向其添加區(qū)域加載器組件。您可以通過在“添加組件”菜單中搜索組件,或者通過選擇“Component -> Procedural Worlds -> SECTR -> Stream -> Region Loader”.

Note that the Region Loader component lets you define the region size that it will be loading terrains in for. This will become interesting for you later when you want to fine-tune streaming.

請注意,區(qū)域加載器組件允許您定義它的區(qū)域大小加載地形。當你想要的時候,這對你來說以后會變得很有趣調整流。

Step 2: Split and Sectorize your terrain(分割你的地形)

Terrain streaming works by splitting your main terrain into smaller terrains (called “splits” or “chunks”) which are then loaded in around the player. In this way the huge terrain can be replaced by a couple of smaller terrains that are loaded in and out around the player dynamically, saving you performance by not having the entire game world loaded and visible at the same time. Splitting up and Sectorizing a terrain would normally be complicated and time consuming, but SECTR comes with a special terrain window that will take care of the heavy lifting for you. You can access the Terrain Window via?Window -> Procedural Worlds -> Sectr -> Terrain Window

分裂地形流工作通過分裂你的主要地形到更小的地形(稱為“分割”或“塊”),然后加載在玩家周圍。用這種方法巨大的地形可以被一些較小的地形所代替動態(tài)地圍繞著玩家,通過不使用整個游戲世界加載和同時可見。分割和分割地形通常是復雜和耗時的但是SECTR提供了一個特殊的地形窗口來處理這對你來說是個沉重的負擔。您可以通過以下方式訪問地形窗口:Window -> Procedural Worlds -> Sectr -> Terrain Window

Select the terrain you want to prepare for streaming in the top part of the window, and make sure ?Split Terrain“ is checked in the settings. Choose the desired scale foryour terrain splits with the scale slider. The smaller the scale, the more sectors will the terrain be divided in. It is difficult to give the “correct” value for the scale, as this usually a trade off: Smaller terrain chunks should load faster, but the smaller the chunks are, the more often a new terrain will be loaded in which can result in terrains loading in and out constantly if the player can move rather fast in the game. We would recommend to choose a sectors size of 512x512 as a starting point and then experiment further.

在窗口的頂部選擇你想要準備流的地形,確保在設置中選中了“分割地形”。使用比例滑塊選擇地形分割所需的比例。規(guī)模越小,地形被劃分越多。因此,很難給出刻度的“正確”值通常要權衡一下:較小的地形塊加載速度更快,但較小的塊是,更多的情況下,一個新的地形將加載其中,可以導致地形如果玩家可以在游戲中快速移動,則需要不斷地加載和卸載。我們建議選擇扇區(qū)大小為512x512作為起始點,然后呢進一步的實驗。

Pro Tip: Your original terrain will be destroyed in the splitting process and will be replaced with the smaller terrains. If you want to test different terrain split sizes, you can create a duplicate of the terrain first, and then perform the splitting on the duplicate alone. In this way you can always just create another duplicate of the original terrain for testing.If you are using Gaia, a special checkbox for sorting the Gaia spawned objects into Sectors will appear. Activating this checkbox will take the GameObjects out of the Gaia Spawners and put them into the correct Sectors during terrain splitting / sectorization.

專業(yè)提示:你的原始地形將會在分裂過程中被破壞取而代之的是較小的地形。如果你想測試不同的地形分割大小,你可以先創(chuàng)建一個地形的副本,然后在副本上執(zhí)行重復的測試。用這種方法你總是可以創(chuàng)建另一個副本用于測試的原始地形。如果您正在使用Gaia,一個特殊的復選框,用于將生成的Gaia對象排序為行業(yè)將會出現(xiàn)。激活此復選框將取出GameObjects Gaia Spawners,并把他們放到正確的扇區(qū)在地形分裂/功能分區(qū)。

Make sure to have this box checked if you want the GameObjects that you spawned with Gaia to be put into the correct sector during the splitting process automatically. If you don’t own Gaia or don’t want to do this right now, don’t worry, you can still do this (semi-)automatically; this will be covered in the next step.

如果你想要你的GameObjects在分裂過程中與Gaia一起被放入正確的扇區(qū)自動。如果你沒有Gaia或者現(xiàn)在不想做,不要擔心,你仍然可以(半自動地)做這個;這將在下一步中討論。

Pro Tip: Inactive Gaia Spawners will NOT be processed by this option, this is intentional to give you an option to opt-out from automated sorting for certain spawners.

專業(yè)提示:不活躍的Gaia Spawners將不被處理這個選項,這是故意給你一個選擇退出自動排序為了某些產生器。

For now click on “Sectorize Terrain”. This will split up your terrain into smaller splits and each will be put into a fitting sector that is connected to the neighboring sectors with portals.

現(xiàn)在點擊“分割地形”。這將把你的地形分割成更小的部分每一個都將被放入一個合適的扇區(qū),并與相鄰扇區(qū)相連接通過入口。

Step 3 (Optional) Adding GameObjects:(設置 添加物體)

If you have GameObjects in your scene that you want to be streamed together with the terrain, now would be a good time to get those added to the sectors as well as they are all loaded in at the moment. To do so, simply drag and drop the objects from your scene hierarchy on the “Drop Objects to move them into Sectors” box at the bottom of the Window:

如果你在你的場景中有GameObjects你想要和它們流在一起地形,現(xiàn)在將是一個很好的時間把那些添加到扇區(qū)以及它們現(xiàn)在都裝上了。為此,只需拖放對象即可從你的場景層次結構上的“放下對象,將它們移動到扇區(qū)”框中窗口底部:

The GameObjects will then be sorted away in the fitting Sector, depending on the objects position or its bounds (switch between the options with the corresponding buttons above the drop area box).

然后GameObjects將被分類到合適的扇區(qū),這取決于對象的位置或其邊界(用相應的選項在選項之間切換)放置區(qū)域框上方的按鈕)。

Pro Tip: It is possible to load GameObjects from their own Sectors that are independent from the terrain as well. This can help to split the load from one heavy terrain chunk with a lot of objects on it across multiple Sectors, and also allows you to use a different loading range for smaller GameObjects. The streaming section of the full manual has more information on this.

專業(yè)提示:有可能從自己的扇區(qū)加載游戲對象也獨立于地形。這有助于把一個沉重的負擔分開地形塊有很多對象在它跨多個扇區(qū),也允許你對較小的游戲對象使用不同的加載范圍。在這里你將看到完整的地形流制作手冊。

Step 4: Export the Sectors(導出分區(qū))

Once your scene is setup with the terrain splits, Sectors and Portals and you have at least one Loader, it is time to export for streaming. This will take all of the children of each Sector and export them into an external scene file (called a Chunk).

一旦你的場景設置與地形分割,扇區(qū)和門戶,你有在至少有一個加載器,現(xiàn)在是時候導出地形流了。這將帶走所有的孩子每個扇區(qū)并將它們導出到一個外部場景文件(稱為塊)。

Chunks are exported (and imported) through the SECTR STREAM window. To open it, go to Window-> Procedural Worlds -> SECTR->Stream Window.

塊通過SECTR流窗口導出(和導入)。打開它,Window-> Procedural Worlds -> SECTR->Stream Window.

Just press the Export All Sectors button to make your scene ready for streaming!

只需按出口所有部門的按鈕,使您的現(xiàn)場準備流!

Pro Tip Only Sectors marked as Static can be exported for streaming. Sectors are static by default, so be careful if you change that flag.

專業(yè)技巧:只有標記為靜態(tài)的扇區(qū)才能導出為流。扇區(qū)是靜態(tài)的默認情況下,如果你改變了那個標志,一定要小心。

Step 5: Build, Play, Stream(構建,播放,流)

Now that you’re level has been exported, you can play your level and see terrain streaming in action. Your terrain should be loaded in around the player as they move through the game world. Note that streaming works in the Editor, but it performs better in a build.

現(xiàn)在你的關卡已經被導出,你可以玩你的關卡并看到地形流處于激活狀態(tài)。你的地形應該在玩家周圍加載在游戲世界中穿梭。注意,流媒體可以在編輯器中工作在構建中執(zhí)行得更好。

Pro Tip The SECTR STREAM exporter automatically adds your Chunk scenes to the project Build list. Make sure to remove them if you change the way your scene is laid out or otherwise remove Sectors from the scene.

專業(yè)技巧:SECTR流導出器會自動將塊場景添加到項目中構建列表。如果你改變了場景的布局或者否則從場景中移除扇區(qū)。

Appendix A: Using Gaia / GeNa / CTS on your terrain(附錄A:在你的地形上使用Gaia / GeNa / CTS)

Since SECTR is part of the Procedural Worlds product family, there are several integrations with other PW products available.

因為SECTR是 Procedural Worlds家族的一部分,所以有幾個與其他PW產品的集成。

Gaia

When using Gaia, you can find additional entries for the integration with SECTR in Gaias “GX” panel. These integrations will allow you to set up common SECTR elements quickly on your terrain.

使用Gaia時,您可以找到與SECTR 集成的其他條目Gaias的“GX”面板。這些集成將允許您設置common SECTR元素快速在您的地形。

Especially notice the three steps outlined in the ?Stream“ integration. If you follow these three steps after creating a terrain with Gaia, you can set up your terrain for streaming mostly automatically. So the workflow to create a streaming Gaia terrain would be:

特別要注意“流”集成中概述的三個步驟。如果你遵循這三個步驟之后,創(chuàng)建一個地形通過Gaia,你可以設置你的地形流主要是自動。所以創(chuàng)建一個流的Gaia地形的工作流程是:

1. Create your Gaia terrain as usually with the steps outlined in the Gaia Manager window. (Create Terrain, Stamp Terrain, Run Spawners, Add Player & Post FX)

1.?創(chuàng)建您的Gaia地形通常步驟概述在Gaia manager窗口。(創(chuàng)建地形,圖章地形,運行怪物,添加播放器和后期特效)

2. Add a Loader to your player / camera

2.?添加一個加載到您的播放器/相機

3. Sectorize your terrain as described in this guide, keep the special option for Gaia GameObjects in mind when doing so.

3.如本指南所述,分割你的地形,保留Gaia的特殊選項當你這樣做的時候,腦海中就會出現(xiàn)GameObjects。

4. Export the Sectors for Streaming.

4.導出這些區(qū)塊為流

CTS

When you are using CTS on a terrain that you split up for sectorization, the same CTS profile will automatically be applied to all the terrain split chunks that are being created in the process. This means your created chunks will just look the same if used in streaming with SECTR, there are no extra steps needed. If you are using CTS in a streaming scenario, it is recommended to look into the CTS option to “Disconnect the profile” from the terrain. This will create a persistent material for your terrain which has less overhead when the terrain is being loaded in for streaming, which is beneficial for streaming performance.

當你在一個地形上使用CTS時,你把它分成不同的部分,同樣的CTS配置文件將自動應用到所有的地形分割塊正在在過程中創(chuàng)建。這意味著創(chuàng)建的塊在使用時看起來是一樣的在使用SECTR進行流處理時,不需要額外的步驟。如果您在流場景中使用CTS,建議您研究一下CTS選項“斷開配置文件”從地形。這將創(chuàng)建一個持久性材料為您的地形有更少的開銷時,地形被載入對于流,這有利于流性能。

GeNa 2

When using GeNa 2 and Sectr together in a project, additional options will appear in the spawner to allow you to place your spawning result directly in the fitting sector which can be a huge timesaver when working on an already sectorized scene:

當在一個項目中同時使用gena2和Sectr時,將出現(xiàn)其他選項Spawning,讓你把你的產卵結果直接在擬合扇區(qū)這是一個巨大的時間節(jié)省時,工作在一個已經細分的場景:

Appendix B: Adding other 3rd party assets.(附錄B:增加其他第三方資產。)

In general it should be possible to add other 3rd party assets to your scene with terrain streaming as well. It depends a bit on what this asset does how you would need to incorporate these assets into your scene. As a rule of thumb you can say that:

一般來說,它應該可以增加其他第三方資產到你的場景還有地形流。這在一定程度上取決于資產的作用需要把這些資產合并到你的場景。根據(jù)經驗,你可以說:

? Global assets should remain global: A weather or lighting asset would need to be part of your main scene since it should normally not be dependending on the actual terrains or other assets in the scene.

? Global 資產 應該 保持 global: A 天氣 或 資產 需要 照明成為你的主要場景的一部分,因為它通常不應該依賴實際地形或場景中的其他資產。

? Local art assets need to be added to the matching sector: Art assets such as models of a house, trashcans, rocks, etc. would need to be added to the correct sector (= the same where the underlying terrain is also in). You can easily achieve this by dragging and dropping those assets on the sorter drop area in the terrain window. (See Step 3 in this guide) SECTR STREAM QUICKSTART by Procedural Worlds 9 Version 2019.0.1

? Local 藝術 資產 需要 添加 到 匹配 sector: Art 等 資產房子的模型,垃圾桶,石頭等都需要添加到正確的扇區(qū)(與下面的地形位置相同)。你可以通過將這些資產拖放到sorter下拉列表中,可以輕松實現(xiàn)這一點地形窗口中的區(qū)域。(見本指南第3步)SECTR流快速入門由過程世界9版本2019.0.1

? Terrain-dependent assets need to be applied to all terrain splits / chunks. Any asset that depends on a special component being on the terrain need to have this component on all terrain splits / chunks usually.

? Terrain-dependent 資產 需要 應用 到 所有 地形 分割 / chunks.任何取決于地形需要的特殊組件的資產在所有地形上都有這個組件,通常是分割/塊。

If you are in doubt if an asset supports terrain streaming or what would be required to make it work, you can ask the authors of the asset if it would work to have another scene containing a terrain loaded in additively. If that is no issue, terrain streaming should not a problem as well.

如果您懷疑某個資產是否支持地形流或需要什么要使它工作,您可以詢問資產的作者是否可以再創(chuàng)建一個包含附加地形的場景。如果沒有問題,地形流應該也不是問題。鼎其他第三方資產。


SECTR TERRAIN STREAMING QUICKSTART(翻譯)的評論 (共 條)

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