Comments (9)
Hi,
yes, you can do it as shortly described here: https://github.com/reinterpretcat/utymap/blob/master/docs/howto.md#tweak-mapcss-styles
MapCss is the way to change properties consumed by element builders.
To detect tap, you need to add unity's mono behaviour on game object. To achieve this, you can tweak GameObjectBuilder:
Building's mesh is used to be created by core part, so adding corresponding behaviour in BuildFromMesh(Tile tile, Mesh mesh)
should help.
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Thanks.
Also, the project doesn't support Scripting Runtime Version 4+??? I tried changing it from 3.x and it started giving errors like
IProgress' is an ambiguous reference between
System.IProgress' and `UtyRx.IProgress'
and when trying to fix it, it resulted in some other error like a chain. Any way to come out of this problem?
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I stopped to work on project in Jan, 2018, before it was there. You might try to overcome the problem within using alias directive:
https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/using-directive
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Hey sorry to bug you again.
Is it possible to change the texture of the building or roads during runtime?
Like I have 4/5 textures for building something like bricks & stones of different kinds. Similarly for the roads too. I can change it with Unity IDE but not being able to change it during the run time.
Is it possible to change it during runtime too?
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have you thought about texture atlas: https://en.wikipedia.org/wiki/Texture_atlas ?
utymap uses texture atlases: it is good from performance reasons
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Hey, can building Id be enough to get the information of that building?
Information like Geometry of the building or the height of the building, about Tiles?
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In theory, yes. Practically, might be complicated as building might consist from multiple parts (ways).
search API might be useful for you, see https://github.com/reinterpretcat/utymap/blob/master/core/src/index/GeoStore.hpp
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Hi,
xml files that gets generated in the Index folder, how is it being read by the script? I tried searching for it but couldn't exactly figure out the script responsible for that.
InitTask.cs does show the entry point for composing the graph but still, I am unclear about it.
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osm xml files are processed by OsmXmlParser: https://github.com/reinterpretcat/utymap/blob/master/core/src/formats/osm/xml/OsmXmlParser.hpp which uses boost spirit to define grammar in eBNF form and generate corresponding parser.
InitTask is just one peace. Take a look at https://github.com/reinterpretcat/utymap/blob/master/core/shared/ExportLib.cpp : this file defines native API available from managed part.
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Related Issues (20)
- Is there a 64bit version of the Utymap.Share library? HOT 3
- Crash bug when loading too many tiles HOT 5
- Migrate from mapzen to another vector tile provider HOT 4
- Error build in VS 2017 WIN64 HOT 9
- Unable to run the demo HOT 3
- Project Export & Unity Build APK Issue HOT 4
- Cannot setup object graph HOT 12
- Building new objects with Flexible extension HOT 11
- Increasing Level of Detail HOT 1
- Building in Windows Standalone HOT 2
- Unable to load model errors HOT 2
- String.Format("{0}", 42.5) returns "42,5" in Germany HOT 2
- Error trying to run the demo HOT 1
- Is there any sample C++ OpenGL renderer available for utymap?
- type or namespace name 'UtyMap' could not be found. HOT 2
- Mobile demo does not exists
- Issue on Unity 2019.4.f1 Demo version
- Cmake error: missing: unit_test_framework system filesystem
- How to run the demo scenes? HOT 3
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