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RealityStack Environment

Overview

RealityStack Environment Example is a collection of copyright-free 3D models, scenes, and lighting setups designed for easy reuse in your Unity projects. Whether you're prototyping a demo, creating visualizations, or testing mechanics, this package provides a basic foundation to enhance your workflow.

Contents

  • 3D models and environment assets created by the RealityStack Group
  • Third-party copyright-free 3D models and materials assets
  • Pre-configured scenes with optimized lighting
  • Pre-configured rendering settings (URP) for Desktop, PCVR and standalone VR

Rendering pipelines

  • Universal Render Pipeline (URP).

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.

1. Import Info9 Package Registry

More Infos about the Registry

In Unity go to Edit/Project Settings/Package Manager Add the Info9 Scoped Registry and apply:

Name: Info 9 JMU URL: https://packages.informatik.uni-wuerzburg.de Scope(s) : de.jmu

2. Install the Package

Go to Unity => Window => Package Manger Packages: My Registries HCI and PIIS group, University of Wuerzburg, Germany Install "RealityStack Environment"

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".