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Building Customization #128
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Hi, 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 |
Thanks. Also, the project doesn't support Scripting Runtime Version 4+??? I tried changing it from 3.x and it started giving errors like and when trying to fix it, it resulted in some other error like a chain. Any way to come out of this problem? |
I stopped to work on project in Jan, 2018, before it was there. You might try to overcome the problem within using alias directive: |
Hey sorry to bug you again. Is it possible to change the texture of the building or roads during runtime? Is it possible to change it during runtime too? |
have you thought about texture atlas: https://en.wikipedia.org/wiki/Texture_atlas ? |
Hey, can building Id be enough to get the information of that building? |
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 |
Hi, |
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. |
Hi,
Is it possible to determine the tap on the buildings or to determine customization, like changing color or texture of the building, roads?
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