Closed amitchai closed 3 years ago
This is sounding similar to https://github.com/wrld3d/unity-api/issues/7
These 'blocks' you're seeing are how we split the map up for efficient streaming and rendering. Which blocks are loaded in is dependent on what camera you're using to stream - by default this whatever your camera you have attached to the WrldMap component, but you can provide your own via Api.Instance.StreamResourcesForCamera()
(more info at https://wrld3d.com/unity/latest/docs/examples/using-your-own-camera-controls/)
As you can see, what data is being streamed in is determined by the camera's Frustum - you can change the camera's near/far and Field of View values to stream in more.
There are a few things to note:
Please let us know if this resolves your issue.
Hi, I actually found out this after a long time that I've gotten used to the issue. After starting a new project I've realized something is not working right in my project. can't figure out what it is. the picture will represent the "Block" of building with camera wide angle. the map reveals only terrain and a square area of buildings. while in the other pic, it seems natural. What can be done to resolve this?
https://drive.google.com/file/d/0BwImFr8UHq3kdjM0cUIwVm5Rbnc/view?usp=sharing https://drive.google.com/file/d/0BwImFr8UHq3kSWdWb1NlSTlXelU/view?usp=sharing