You should have two components attached to your runtime object: the RootTransform script as well as the Runtime script. Both of these are documented below
Root Transform (Script)
You can translate, rotate, and scale the generated geometry by transforming the Umbra Runtime object. The automatically configured RootTransform (Script) component will then transform the Umbrafied geometry and visibility data for you at runtime.
Opaque Shader & Transparent Shader
Set the shader used to render the Umbrafied geometry. Generally, you won't have to touch this variable. When switching to the Hololens platform, or a mobile platform, you will notice that this setting will change to a less demanding shader.
Near and Far LOD Distance
Accurate Levels of Detail (LODs) are used when camera is near geometry and less accurate ones when its farther away. These settings allow you to override certain Umbra defined defaults and control the distance (in world units), at which the most and least accurate LODs are used.
Increasing Near Lod Distance provides more accuracy as the camera moves away from geometry. It controls how far (in world units) the most accurate LOD is used. It can beused to increase quality at the cost of performance.
Increasing Far Lod Distance provides more accuracy overall. Far Lod Distance can be used to increase the distance at which the least accurate LOD kicks in. However, setting it to anything lower than the Umbra defined default doesnt have an impact. The Umbra defaults depend on the computation parameters and arent exposed in the interface.
If both settings are left at zero, Umbra defaults will be used.
Size Limit & Size Unit
Define the maximum amount of memory Umbra will use at runtime. Note that this is only the memory available to Umbra, and doesn't account for other parts of the app using memory.
For instance on the Hololens, it's sometimes necessary to limit the memory to 100-200MB, to factor in totalmemory usage of the Hololens app.
Location from which the previously generated data will be streamed in at runtime. This can be anywhere in your filesystem.
This should be set to the currently active camera in your scene.
Has two options: Original Only and Umbra Only. You can use this to compare the Umbra generated results against your original scene. You should set this value to Umbra Only on release builds where the original scene is omitted from the Unity project.