In Unity, begin by clicking Umbra from the top menu and select Create New Umbra GameObject from the drop-down menu. This component will load selected umbrafied models into your Unity project as scenes. The object will have a default name of “Umbra GameObject” and can be renamed.
Add an umbrafied model to the Umbra GameObject by inputting your secret key (if you haven’t got an Umbra account yet, you can request access here) and clicking Add Scene. Select your model from the drop-down menus of Project and View. The model will start to load immediately after it has been selected.
Clicking Update will refresh any changes made to the Project structure.
Although not recommended, multiple scenes can be loaded to a single Umbra GameObject using the Add Scene button. All scenes will be rendered with the same settings as defined in the parent Umbra GameObject. Scenes can also be renamed.
Transform provides standard Unity parameters for scaling and positioning the umbrafied models 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.
Enter your secret key here in order to view projects
Refresh any changes made to the project structure
Add an Umbrafied model as a scene
Size Limit and Unit
Defines how much memory will be made available for Umbra at Runtime
Filecache Size Limit and Unit
Defines the size of the local 3D asset cache. Previously loaded assets are stored in the cache and decrease load times for frequently viewed assets.
Controls the amount of acceptable geometric error due to LOD switches
(parameter value is used as a factor in the LOD switch distance calculation).
Setting this to 1 will force the Umbra to load only the highest level of detail (not recommended due to high memory consumption) while setting this to 0 will have the opposite effect.
The parameter will automatically decrease in application runtime if the desired level of detail cannot fit into the device memory.
All scenes within the same Umbra GameObject will use these settings.
Scene Data (Script)
Select between locally and remotely stored assets
It's possible to load the umbrafied model so that it can be streamed from a local disk. Be warned, that with extremely large inputs, this might take a while.
Project and View Slot
Define what source material Umbra will render from the Projects and Views available from the used secret key. If a view contains no content, it will not be listed here.