Every scene which is using Game4Automation functions needs to include the game4automation asset on the top hierarchy level of the scene. You need to keep the name and the location.
If you create a new scene with the game4automation menu, the game4automation Asset is automatically included. You can also add the game4automation Asset by manually adding it to an existing scene:
The game4automation Asset includes the Game4AutomationController (see below) as well as a standard scene navigation, standard lights, the Runtime UI as well as a base plate.
The most important part of the game4automation Asset is the Game4AutomationController Script. This asset keeps the scene settings. Most Game4Automation objects will call this controller or get some settings from it. This is, why the Game4AutomationController is a must for all scenes with Game4Automation functions.
Defines how many millimeters fits into one Unity Unit. If, as usual, one Unity unit is considered as one Meter, the Scale should be set to 1000. The Scale is used for all input fields of Behavior components whith distance or length properties.
As a standard in all Behavior components the values for distances and lengths are always considered as Millimeters.
Overrides the speed of all drives. You can slow down or speed up all drives in the scene by selecting another value for the speed override. A value of two means doubled speed.
Please consider, that this value also influences the physical behavior of the model. For example if a Value of 10 is selected the bottles in the demo model will tumble around.
Speeds up the simulation. This also speeds up the physics so that the simulation is just running faster but internally in the calculations running in real time.
If the time scale is to hight it might happen that sensors are not getting active any more because the products are passing to fast the sensors.
Cylcle for updating the icons and signal values in the hierarchy view during runtime.
Enables and disables the full UI on simulation start (runtime inspector and runtime menu bar)
Enables and disables the runtime inspector.
Hides the info box at simulation start.
A pointer to the Application UI (menu, runtime inspector and so on).
A pointer to the Automation UI (the buttons and lights which are controlling the automation)
If set to false the game4automation controller is not controlling any environment, light and quality settings. Set it to false if you want to manage this totally manually on your own.
A pointer to the used Skybox.
You can turn of with this the standard base plate and the lights which are included in the Game4Automation Asset.
The dimensions of the base plate in meters.
Turns the VR Environment on and off. If the VR-Environment is turned on the standard lights and bottom are automatically turned off.
The VR-Environment looks like this:
Pointer to the used environment asset.
Sets the intensity of all sun lights (which are all lights market with the tag g4a sun)
Sets the intensity of all first lights (which are all lights market with the tag g4a firstlight).
This lights are usually used for the light which is lightning the scene like the big light in a building.
Sets the intensity of all second lights (which are all lights market with the tag g4a secondlight)
This lights are usually used mainly for decoration purposes, like small spot lights in a building.
Sets the overall visual quality. This has impact on the render performance and screen update rate. Ultra is the best. Unity is very good performing so Ultra is OK for most use cases. In lower settings for example shadows and reflections are turned off.
Sets the global light strength.
Enables the HQ visualization based on Unity’s Post-Processing. The post processing makes a more realistic and lively picture.
It is necessary to install Unity Post-Processing Stack 2.0 to be able to use the HQ settings. You can install this stack via the Unity Package Manager (Window>Package Manager)
Because Game4Automation is using Assembly Defintions assemblydefinitions you need to change the assembly definition under the path Assets > game4automation > game4automation.base. The assembly defintion should look like this:
This pictures show the scene without and with post processing:
The rest of the parameters should be self explaining. You can change the Post-Processing settings with this parameters.