Closed azrogers closed 4 months ago
This looks like a nice added feature. Can we get mention of it in CHANGES.md?
Also, it's not obvious to me what the typical workflow is to make a new custom ellipsoid, maybe that can be mentioned as well?
(I left this same comment on the cesium-unreal version of this PR too)
Playing with the ellipsoids, found this odd side effect.
All I did was click on the Ellipsoid Override. Selected WGS84, then selected None. The terrain refreshed and had this weird squashed appearance.
Found another odd behavior...
If I open up a sample scene, then switch the ellipsoid to WGS84, after the tileset refreshes, some tiles are missing. These tiles loaded just fine before I switched the ellipsoid...
There's a failing test with CesiumGlobeAnchor I'm still working on, but other than that I think I've updated everything.
@csciguy8 should be ready for another look now!
In line with CesiumGS/cesium-unreal#1432 and CesiumGS/cesium-native#890, this change lets the Unity runtime support custom ellipsoids by creating ScriptableObjects for them and specifying those assets on CesiumGeoreference components.