User Manual
User Manual:
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Reh@panel Unity3D Client User Manual How to import the package Download the package from the asset store [LINK]. Import all the content of the package to you Unity3D project. There is an example scene you can check. Go to the folder Assets->Neurorehablab>Scenes e open the scene MapperDemo. If you want to add the Reh@Mapper to your scene, just drage the prefab “DeviceMapperPrefab” to your scene. The prefab is located in the folder Assets>Neurorehablab->Prefabs. In both scenarios, either if you added the mapper to your scene or if you are exploring the example scene, the configuration steps are always the same. First time using the client To correctly configure the Reh@Panel Unity client, you must first create a Tag (“AvailableToMap”) and a layer to track the objects (any name is valid for the layer). The Tag, that must be name “AvailabeToMap”, identifies the objects in the scene that are mapped by the Reh@Panel Unity client. The Layer will only be used to display a preview of the object in the scene. If you need to create this Tag and Layer, follow the next steps: Create a tag named “AvailableToMap” (1, 2 e 3) Add a new layer named “previewCamera” (4,5 e 6) There are a few settings that you can change in the editor. Select the Reh@Panel Unity client prefab located in the folder Assets.>Neurorehablab->Prefabs (or click it in the hierarchy). In the inspector, you can change the default shortcut to display the Reh@Panel Unity client, choose which layer will be used to display the object preview and which tag will be used to map the objects (must be the tag AvailableToMap). Change settings: 1. Select the prefab in the hierarchy (7) 2. Choose Camera Layer = PreviewCamera (8) 3. Choose Gameobject to map = Available To Map (9) Settings Keybind Shortcut to show or hide the Reh@Panel Unity client inside the game. Camera Layer The layer used to show the preview of the selected file. Gameobject to Map Tag used to identify the objects available to be mapped by the Mapper. This tag can be modified, but to do so you need to change the Mapper source code. It is recommended to use the predefined tag ‘AvailableToMap’. After completing these configurations, you still have to add the tag ‘AvailableToMap’ to all the objects you want the mapper to track. Add the tag to all objects that will be mapped 1. Choose an object and click on the dropdown next to the label ‘Tag’(10) 2. Choose the tag ‘AvailableToMap’ (11) Connecting received data to a property Once the scene is ready, you can run the game by pressing the button ‘Play’ and start calibrating the Mapper. To display the Mapper main window, press the shortcut key (default is ‘1’). Note that once you open the Mapper, the game will be automatically paused. To resume the game you can close the Mapper window (by pressing the ‘X’ or pressing the shortcut key again) or you can press the mapper pause button (the ‘||’ button or the shortcut ‘F12’). All these controls are located on the top right of the mapper window. After you open the Mapper, you can choose an object from the list of objects to the right. After you choose an object, this will be displayed in the window ‘Selected GameObject’. You can add Mapper properties to the to the object by clicking the ‘+’ button. There are 4 types of properties: Positions, Rotations, Values and Booleans. Pressing on these buttons adds or remove properties. To map an input to a property, select the device from the device list and drag one of its inputs to the property you want to map. The input will change colour to green and the property to orange. This indicates that the input is being used (and its information is being received at the moment) and the property has something mapped to it. 1. 2. 3. 4. 5. Select one object from the list of objects (1) Add a property to that object (2) Select the desired device from the device list (3) Drag & drop the input on the property (4) Press the calibration button to perform the calibration (5) Once the editor window is open, you must choose the source in the Reading From section and click the calibration button. You must also fill the output limit values to calibrate between the real-world readings and the game world values. Explore the example scene to see the mapper working. Graphical User Interface The connectivity options are in the top left, while the general options are in the top right. 1 - UDP The IP address of the machine that is running the Mapper. 2 - Components The UDP port the Mapper is listening to. 3 - Kinect Prefab Start/Stop the data reception via UDP 4 - Save Saves the current configuration in a json file, so it can be used later. The last saved configuration will he automatically loaded the next time the game is executed. 5 - Load Loads a configuration stored in a json file. 6 - Pause Pauses or resumes the game 7 - Console Shows the Mapper console. Any error related with the Mapper will be displayed here. 8 - Reset Resets all the configurations. removes all the properties of all the mapped objects. 9 - Close Closes the Mapper window. Has the same effect as pressing the default shortcut (‘1’). The client main panel is located just below the top panel. In the left, we can find information about all the devices that are communicating with the client and in the right we can see the information about the mapped objects. 1 – Devices List of all the devices that are being received via UDP. 2 – Selected Device The currently selected device. 3 – List of data from the selected device Each input is represented by a label/drawing. To connect the input to a property, just drag & drop it in the property. The inputs that are being received at the moment are represented in Blue. The inputs that are known by the device but are not being received is represented in Red. The inputs that are being used in any property are Green. 4 – Unity3D objects Lists of objects with the client tag in the game. 5 – Selected object Currently selected object. 6 – List of properties Properties activated in the selected object. Adds a property to the selected object: 7 – Add property 8 – Edit/Calibrate property • • • • • Position Rotation Value Boolean Sample Opens the property editor window. This allows you to change the calibration values for this property. Can only be clicked after a property has been mapped to an input. Position/Rotation/Value editor Window When you click in the calibration button, the Editor window will open. The Position, Rotation and Value editors look the same. Use Converter Indicates if the values are to be converted or used passed directly. Check -> Use the minimum and maximum values of the Output window to convert the input values into Output values. Uncheck -> The values are not converted, and the values read in the input are the same values passed to the output. Use on this object Indicates if the values are to be applied to the selected object or not. Check -> Apply on this object. Uncheck -> Do not apply on this object. NOTE: the data is always stored in the Value variable inside the respective interpreter for both choices. Axis (X) Ingame world axis of this information. In the image, we are calibrating from any real-world axis into the X axis ingame. The real-world axis where the information is being read: Reading From Calibration Button • • • • • • • • PosX – Axis position X PosY – Axis position Y PosZ – Axis position Z RotX – Axis rotation X RotY – Axis rotation Y RotZ – Axis rotation Z Value Bool Button to calibrate the min and max values for the ‘reading from’ selection. Indicates if the reading values should be inverted (swap minimum and maximum). Invert Logic Check -> Swaps the minimum and maximum reads. Uncheck -> Keeps the original values. Center Region The ‘dead zone’ for the reading values. While the reading values are kept inside this area, the mapped values will not be changed. Value in percentile (0-100%). Minimum The minimum value that was read after the calibration. Can be changed directly without the need of reading it from the calibration process. Center The centre value of the current calibration. If the ‘Reading From’ is a rotation, the centre value is read from the calibration process. If it is not from a rotation, then the Centre will be middle point between the minimum and maximum. Every time the maximum and minimum are changed, the centre is recalculated. This value can be set directly without the need of a calibration. Maximum The maximum value that was read after the calibration. Can be changed directly without the need of reading it from the calibration process. Joystick Mode Indicates if the mapping will be applied as a joystick or not. This mode moves the game object like a joystick of a gamepad: while it is pointing to a direction, it keeps moving in that direction. Check -> Turns joystick mode on. Uncheck -> Turns joystick mode off. Speed The maximum speed that the mapped value will be modified. Can only be changed if the Joystick Mode is turned on. Minimum The minimum value for the world border. Must be added manually. Clamp Value Indicates if the mapped value must be clamped between the world minimum and maximum. Check -> Clamp the values. Uncheck -> Don’t clamp the values. Maximum The maximum value for the world border. Must be added manually. Boolean Editor The boolean editor is slightly different from the other editors but uses the same logic as the other editors. Use Converter Indicates if the values are to be converted or used passed directly. Check -> Use the minimum and maximum values of the Output window to convert the input values into Output values. Uncheck -> The values are not converted, and the values read in the input are the same values passed to the output. The real-world axis where the information is being read: Reading From • • • • • • • • PosX – Axis position X PosY – Axis position Y PosZ – Axis position Z RotX – Axis rotation X RotY – Axis rotation Y RotZ – Axis rotation Z Value Bool Calibration Button Button to calibrate the min and max values for the ‘reading from’ selection. Invert Logic Indicates if the reading values should be inverted (swap minimum and maximum). Check -> Swaps the minimum and maximum reads. Uncheck -> Keeps the original values. Minimum The minimum value that was read after the calibration. Can be changed directly without the need of reading it from the calibration process. Threshold It indicates from which value the boolean will pass from false to true. After the maximum or minimum calibration, the threshold is always equals to the arithmetic centre of both values. Can be changed manually by the user. Must be a value between the minimum and maximum values. Maximum The maximum value that was read after the calibration. Can be changed directly without the need of reading it from the calibration process.
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