Difference between revisions of "GPU Instancer:GettingStarted"

From GurBu Wiki
Jump to: navigation, search
(The Prefab Manager)
Line 19: Line 19:
  
 
== The Prefab Manager ==
 
== The Prefab Manager ==
 
+
<br>
 
 
 
[[File:AddPrefabManager.png|frame|left|Adding a Prefab Manager]]
 
[[File:AddPrefabManager.png|frame|left|Adding a Prefab Manager]]
  
Line 43: Line 42:
 
Below are the sections you will find in the Prefab Manager.
 
Below are the sections you will find in the Prefab Manager.
  
 +
 +
[[File:PrefabManager v097.png|frame|left|The Prefab Manager]]
 
=== Scene Settings ===
 
=== Scene Settings ===
  

Revision as of 00:59, 6 December 2018

About | Features | Getting Started | Terminology | Best Practices | F.A.Q.


Getting Started


GPU Instancer consists of three main Monobehavior classes. These are the Prefab Manager, Detail Manager and Tree Manager. The managers are designed with mainly ease of use in mind, and adding them to your scene is as easy as clicking a menu item. On this page, you will find information about these managers that will quickly get you started using GPUI.


HelpButton.png  All the GPU Instancer Managers also have a question mark icon on their top right corners. Clicking this icon will make the managers show descriptions on their settings. You can always click this button to get information about a manager setting.



The Prefab Manager


Adding a Prefab Manager


You can add a Prefab Manager from:

GPU Instancer -> Add Prefab Manager


By adding your prefabs to the GPU Instancer Prefab Manager, the prefab instances you add to your scenes are automatically rendered by GPU Instancer. It also provides additional functionality such as adding/removing/updating instances at runtime, changing material properties per instance, choosing an LOD level to render the shadows from, and much more. Note that the Prefab Manager only accepts user created prefabs. It will not accept prefabs that are generated when importing your 3D model assets.


HelpButton.png   In the Inspector window, press the question mark button at the top-right corner to get detailed information about setting up the manager.


Below are the sections you will find in the Prefab Manager.


The Prefab Manager

Scene Settings

Scene Settings contains scene specific settings like camera selection.

Registered Prefabs

Registered Prefabs shows the list of registered prefab instances that are currently in the scene that will be used by GPU Instancer.

Prototypes

Prototypes show the list of objects that will be used in GPU Instancer. To modify a prototype, click on its image.

Render Settings

Render Settings can be edited individualy for each prototype.

Runtime Settings

Runtime Settings can be edited individualy for each prototype.

Billboard Settings

Billboard Settings can be edited individualy for each prototype.

The Detail Manager

Scene Settings

Scene Settings contains scene specific settings like camera selection.

Debug

Debug shows the list of registered prefab instances that are currently in the scene that will be used by GPU Instancer.

Global Detail Values

Global Detail Values settings that are applied to all detail prototypes.

Prototypes

Prototypes show the list of objects that will be used in GPU Instancer. To modify a prototype, click on its image.

Render Settings

Render Settings can be edited individualy for each prototype.

Detail Properties

Detail Properties can be edited individualy for each prototype.

Cross Quads

Cross Quads can be edited individualy for each prototype.

Foliage Shader Properties

Foliage Shader Properties can be edited individualy for each prototype.

The Tree Manager

Scene Settings

Scene Settings contains scene specific settings like camera selection.

Global Tree Values

Global Tree Values settings that are applied to all tree prototypes.

Prototypes

Prototypes show the list of objects that will be used in GPU Instancer. To modify a prototype, click on its image.

Render Settings

Render Settings can be edited individualy for each prototype.

Billboard Settings

Billboard Settings can be edited individualy for each prototype.