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CampSim

  • Author: Mike Wise
  • Last Updated: 20 April 2020 - 15:08

Prerequisites

  • 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.

Installation instructions (probably obsolete)

  1. Make sure you have a recent version of Git (git –version, currently using 2.26.0.windows.1)
  2. 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)
  3. Install Unity Hub (Currently using 2.3.0)
  4. Install a recent version of Unity (I am using 2019.3.7f1)
  5. Make sure Unity works (open it up add a sphere to a scene, move it around)
  6. 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.
  7. Make sure git-lfs is enabled, if not see the sub points below.
  8. 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
  9. 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
  10. 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.

Testing

  • TBD

Problems and Solutions

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

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