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    ❮ The holoride Player
    The Elastic Graph ❯

    The Elastic Scene Generator

    Besides the holoride Player the Elastic Scene Generator is one of the two key components enabling a full elastic experience. For easy integration, the Elastic SDK provides a Elastic Scene Generator Prefab for Unity. The Elastic Scene Generator visualizes map data and node information from the Elastic Graph. By referencing a Scene Definition from an Elastic Graph as well as a Terrain Material on the generator's component, the user enables it to procedurally generate a terrain and spawn objects based on the Scene Definition's output data. The generated terrain is based on Unity's terrain implementaion.

    Tip

    You can create a Elastic Scene Generator game object in Unity's scene hierarchy from the righ-click context menu Create > holoride > Elastic Scene Generator.

    1. Dependencies
      • Shared Pivot - this is the origin of the world over time. In this case, it is the Player Prefab.
      • Parent - this is the object which spawned content will be childed to. We use the Elastic Scene Generator game object.
      • Generation Origin - this is the center point from which content is spawned. We use the Player Prefab again.
      • Scene Definition - this is filled with the output node on the Elastic Graph. It is dragged from the Project window into this reference.
      • Terrain Material - if there is a terrain being generated, this is the material which is used.
    2. Generation Behavior - these booleans allow terrains to be generated automatically or not. The default is true for both options.
    3. Terrain Dimensions - this is the size of the generated terrain and its extents.
      • The default terrain/spawning height is -3. This creates a little visual buffer from 0,0,0.
    4. Quality and Performance - the terrain settings that are the same and in reference to Unity's native terrain system. To learn more about the terrain system and its settings, check out the official documentation
    5. GameObject Layers - the layer on which spawned objects will be set to
    6. Update Behavior - how two terrains are blended together
    7. Events - allows calling custom events based on generation states

    ❮ The holoride Player
    The Elastic Graph ❯
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