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Commit 7825d0dc authored by Jinghuai Lin's avatar Jinghuai Lin :surfer_tone1:
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update readme

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......@@ -13,45 +13,68 @@ RealityStack Environment Example is a collection of copyright-free 3D models, sc
### Rendering pipelines
- Universal Render Pipeline (URP).
## Getting Started
## Getting started
You can use the Info9 Package Registry to add the package to your unity application. Follow the Step by Step guid to integrate the package.
You can use the Info9 Package Registry to add the package to your Unity application or install it directly using the repository URL. Follow the step-by-step guide to integrate the package.
### 1. Import Info9 Package Registry
### 1. Install the Package from Info9 Package Registry
More Infos about the Registry
> **⚠️ Note:** As of **March 4, 2025**, installation from the package registry is temporarily under maintenance. Please use the **Git URL method** described below until the issue is resolved.
In Unity go to Edit/Project Settings/Package Manager
Add the Info9 Scoped Registry and apply:
1. Go to **Unity** > **Edit** > **Project Settings** > **Package Manager**.
2. Add the Info9 Scoped Registry and apply:
```
Name: Info 9 JMU
URL: https://packages.informatik.uni-wuerzburg.de
Scope(s): de.jmu
```
Name: Info 9 JMU
URL: https://packages.informatik.uni-wuerzburg.de
Scope(s) : de.jmu
3. Go to **Unity** > **Window** > **Package Manager**, find and install:
```
Packages: My Registries
HCI and PIIS group, University of Wuerzburg, Germany
RealityStack Lighting and Environment
```
### 2. Install the Package with Git URL
### 2. Install the Package
Alternatively, you can install the package using the Git URL.
Go to Unity => Window => Package Manger
Packages: My Registries
HCI and PIIS group, University of Wuerzburg, Germany
Install "RealityStack Environment"
1. Go to **Unity** > **Window** > **Package Manager**.
2. Click the "+" button at the top left and select **Add package from git URL**.
3. Paste the following URL and add:
```
https://gitlab2.informatik.uni-wuerzburg.de/hci-development/realitystack/realitystack-lighting-and-environment.git
```
> **Note**: With this method, you will not be able to update the package in the Package Manager.
### 3. Render Pipeline Settings
Depending on your build target, select the Render Pipeline Asset:
- In Unity Editor, go to Edit -> Project Settings -> Graphics
- Replace the Scriptanle Render Pipeline Settings into one of the three Universal Render Pipeline Assets under "Packages/RealityStack Lighting and Environment/Settings": Desktop, PCVR and StandaloneVR
- You can also define them per Quality level under Edit -> Project Settings -> Quality
### 4. Re-bake lighting
You should re-bake the lighting when you add static GameObjects to the scene or want to adjust the baked lights:
- In Unity Editor, go to Window -> Rendering -> Lighting -> Scene
- For Lighting Settings, select the "Lighting Settings" in "Packages/RealityStack Lighting and Environment/Settings". Make sure that Lightmapper is "Progressive GPU".
- In case this scene is a copy and you don't want to destroy the lighting of the original scene, make sure to go to Window -> Rendering -> Lighting -> Baked Lightmaps and remove the Lighting Data Asset. New asset will be generated in a folder next to your new scene.
- Go back to Window -> Rendering -> Lighting -> Scene and click "Generate Lighting".
Depending on your build target, select the appropriate Render Pipeline Asset:
1. In Unity Editor, go to **Edit** > **Project Settings** > **Graphics**.
2. Replace the **Scriptable Render Pipeline Settings** with one of the three Universal Render Pipeline Assets under `Packages/RealityStack Lighting and Environment/Settings`: Desktop, PCVR, or StandaloneVR.
3. You can also define them per Quality level under **Edit** > **Project Settings** > **Quality**.
### 4. Copy Scenes to Your Assets Folder
The package contents are read-only by default. To modify or customize the scenes, copy them from `Packages/RealityStack Lighting and Environment/Scenes` to a folder of your choice within the `Assets` directory. You can also copy and use prefabs from `Packages/RealityStack Lighting and Environment/Assets/Prefabs` in your project.
### 5. Re-bake Lighting
It is recommended to re-bake a scene the first time you import the package, as the previously baked lightmaps may vary from your project settings. You should also re-bake the lighting when you add static GameObjects to the scene or want to adjust the baked lights.
1. In Unity Editor, go to **Window** > **Rendering** > **Lighting** > **Scene**.
2. For Lighting Settings, select the **Lighting Settings** in `Packages/RealityStack Lighting and Environment/Settings`. Ensure that the Lightmapper is set to **Progressive GPU**.
3. If this scene is a copy and you don't want to overwrite the lighting of the original scene:
- Go to **Window** > **Rendering** > **Lighting** > **Baked Lightmaps** and remove the Lighting Data Asset. A new asset will be generated in a folder next to your new scene.
4. Go back to **Window** > **Rendering** > **Lighting** > **Scene** and click **Generate Lighting**.
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