What is Umbra's main purpose regarding my Unity application?
Umbra is designed to help render complex 3D models in your application runtime.
We've also made the 3D input's optimization process automatic so you don't have to spend your valuable time doing it yourself. It also saves you time not having to necessarily wait for Unity to import the original 3D mesh files into the editor if you optimize your 3D input using one of Umbra's import tools.
What kind of input 3D should I use Umbra for?
Umbra is currently designed for static geometry due to the way we reconstruct a given 3D input. Essentially, Umbra shines best when you're trying to visualize massive (large input) and complex (highly detailed) 3D.
What features does Umbra support?
- Umbrafied meshes support basic transformation operations from rotations to scaling. We will be looking at supporting animations and other dynamic content at a later date.
- Umbra can already generate collider meshes for its output (with some finer-grained control over them) but this has not yet been exposed in our Unity SDK. We intend to do this in the next few months.
- You can add multiple Umbra GameObjects into your scene to render multiple scenes. This is an experimental feature, so don't go crazy. :)
- Umbra's meshes also support rendering from multiple scene cameras' views.
- Real-time shadows generated by Unity are supported.
- Umbra supports only the Unity Standard shader model. We will be looking at improving this at a later time.
- For point cloud input, Umbra also supports georeferencing and point based classifications but these functionalities have not yet been exposed in the Unity SDK.
What are the currently supported deployment platforms?
UWP, iOS, and WebGL. We will be including Android binaries soon.