- Author: Mike Wise
- Last Updated: 20 April 2020 - 15:08
- At least 20 GB of free space, 8 GB of memory, and as much CPU/GPU as possible, although GPU is not stricly necessary.
- Visual Studio 2017 with Unity support installed, it can probably work with VS Code too, but it is not being used here.
- Make sure you have a recent version of Git (git –version, currently using 2.26.0.windows.1)
- Enable git-lfs for your user with git lfs install. If you don’t want to do this, you have to do step 7a and 7b (which is no big deal)
- Install Unity Hub (Currently using 2.3.0)
- Install a recent version of Unity (I am using 2019.3.7f1)
- Make sure Unity works (open it up add a sphere to a scene, move it around)
- Find a place where you will keep the project. It should have like 30+ GB free, preferably more so you can make safety clones quickly with no worries.
- Make sure git-lfs is enabled, if not see the sub points below.
- Clone the CampSim project into a directory. Will take a few minutes, up to 10 if LFS is pulling down.
- a. If you didn’t enable git-lfs globally, then after it has cloned, enter the directory and enable it locally (git lfs install --local) – see https://github.com/git-lfs/git-lfs/wiki/Installation for more inforamation
- b. Now do a git pull which should pull any missing lfs managed files that were left behind.
- c. The github repo is 1.86 GB (which is too big, waiting for a complaint email)
- d. After cloning to disk it is like 5.86 GB
- e. After compilation and using it for a while it will need around 12-13 GB.
- f. Consider doing a git pull -a to get development branches
- From Hub, open the project. It should take a while to compile all the scripts, bake the texture maps, etc. the first time you open it (like 30 minutes)
- a. The status bar sometimes doesn’t update if you don’t move the mouse. I assume it is still working in the background… very disconcerting.
- b. This would probably be a lot faster if we removed some things that are no longer being used, like the floor plan bitmaps
- Go to Assets/Resources/TreesAndShrubs and see if the icons look like trees and shrubs. If not left click on each of them and do a Reimport individually to refresh the prefab instance.
- TBD
public const string InstantPreviewWarningPrefabPath = "Assets/GoogleARCore/SDK/InstantPreview/Prefabs/Instant Preview Touch Warning.prefab"; - File where (missing) line was referenced was: D:\Unity\onefloortestforparking\Assets\GoogleARCore\SDK\InstantPreview\Scripts\InstantPreviewManager.cs - Reference was at line 54 - Saw this on both Windows and Ubuntu
-
Console Error: "A Tree asset could not be loaded because the prefab is missing"
- Probably missed step 10 (i.e. the one about TreesAndShrubs) above. Otherwise you might need to re-import the Treespackage
-
Runs, but all the cars (and people now) are missing
- This happened to me when I imported without gif-lfs enabled, it wasn't importing the car textures so you didn't see them