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AdvancedExecutionProcedures

Yoshiaki Mizuchi edited this page Aug 19, 2018 · 4 revisions

Advanced Execution Procedures

How to Create New Environments

Configuration of Environment

Environments are in the Unity Scene such as "LayoutX_01".
Each environment includes 'Layout' and 'GraspableObjects'.
The Layout includes 'Furniture' objects. Some of the furniture has a destination area such as 'destination_01'.

Creating new environment

  1. Set up a new environment object

    • Duplicate an existing environment in the Unity Scene such as "LayoutX_01".
    • Change the GameObject name of the environment (e.g., "LayoutX_01" --> "LayoutZ_01").
      The environment name should be unique. The capital letter after 'Layout' (i.e. 'X') denotes the layout of furniture.
      The underscore and number (i.e. '_01') denote the layout of graspable objects.
    • Set a tag in the inspector of the duplicated environment to "Environment".
  2. Modification of layout of the environment

    • Add/duplicate/delete GameObjects under the "House" such as "wall".
    • Change the position/orientation/scale of furniture objects in the environment (e.g., Environment_01/Environment/trashbox_01).
  3. Modification of layout of furniture

    • Add/duplicate/delete GameObjects under the "Furniture".
      Basically, prefabs of furniture objects are in the [Assets]-[SIGVerse]-[Models]-[House].
      Some furniture are in the [Assets]-[Competition]-[HumanNavi]-[Models]-[Furniture] and [Assets]-[Competition]-[HumanNavi]-[Prefabs]-[Furniture].
    • Set a unique GameObject name. The name should consist of a label name and an ID number (e.g. "door_01").
    • Set "Furniture" tag.
  4. Setup of graspable objects

    • Add/duplicate/delete GameObjects under 'GraspableObjects' as child objects.
      Prefabs of graspable objects are in the [Assets]-[Competition]-[HumanNavi]-[Prefabs]-[Graspables].
      The graspable object have 'Rigidbody', 'NVR Interactable Item (Script)', and a 'Graspables' tag.
    • Change positons and orientation of the GameObject.
    • Set a unique GameObject name. The name should consist of a label name and ID number (e.g. "pink_cup_01").
  5. Setup of destination candidates

    • Duplicate the GameObject such as 'LayoutX_01/LayoutX/Furniture/tall_wooden_table_01/destination_01'.
      The GameObject of destination areas should have a 'HumanNaviPlacementChecker (Script)'.
    • Set a unique GameObject name (e.g. "destination_02").
    • Change the position/orientation of the GameObject. The scale of the GameObject should be (x,y,z)=(1,1,1).
    • Change the size of BoxCollider. The center position shoul be (x,y,x)=(0, 0.5 * size of Y, 0).
  6. Assignment of the environment to the moderator

    • Change 'Size' parameter of 'Environments' in the inspector of Human Navi Moderator.
    • Drag the GameObject of the new environment to an 'Element' in 'Environment'.
  7. Modification of the Configuration file

    • Modify the 'taskInfoList' in the HumanNaviConfig.json

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