diff --git a/docs/docs/developers/adding-a-simple-type-of-layer.md b/docs/docs/developers/adding-a-simple-type-of-layer.md new file mode 100644 index 0000000..12a50c8 --- /dev/null +++ b/docs/docs/developers/adding-a-simple-type-of-layer.md @@ -0,0 +1,83 @@ +In this step-by-step guide, you’ll learn to add a new layer type, ideal for developers ready to start +building within the platform. + +_Note: Steps 6 and 7 may change as functionalities become more independent, reducing the need for adjustments in the +Twin application._ + +**Step 1: Pick a Functionality, or Create a New One** + +![Adding a functionality with prefabs](../imgs/adding-a-simple-type-of-layer/adding-a-functionality-with-prefabs.png){ align=right width="275" } +Layers are part of a Functionality and to maintain the necessary structure it is recommended to pick the functionality +to which the layer should belong or, if this is the first time adding your own material,it is recommended to create +your own. + +To create a Functionality, create a subfolder in `Assets/_Functionalities` and name it after the functionality that will +manage this new layer, and add a new subfolder `Prefabs` to it; here we will place our new layer prefab. + +--- + +**Step 2: Create a Prefab to Visualize the Layer** + +Create a new prefab to represent your layer. This can include 3D objects as needed for the layer's visual appearance. +This prefab serves as the visual representation of your data in the 3D viewer. + +_An example of this could be a Prefab that we call '2 Cubes', where we add two Cubes from Unity's '3D Object' creation +menu._ + +--- + +**Step 3: Attach the `HierarchicalObjectLayerGameObject` Component** + +![Attach a HierarchicalObjectLayerGameObject component](../imgs/adding-a-simple-type-of-layer/attach-hierarchical-object-layer-game-object.png){ align=right width="275" } + +Add the `HierarchicalObjectLayerGameObject` MonoBehaviour to your prefab. Leave the `Prefab Identifier` field empty or +assign a unique identifier to make sure this layer is globally unique. This identifier will allow the prefab to register +as a new layer within the layer system upon instantiation. + +_This component will automatically add a Layer -to the project and in the UI- when an instance of this prefab is +added to the scene._ + +!!! info "Leaving the `Prefab Identifier` empty will allow for the `PrefabLibrary` (see Step 6) to assign a unique identifier, thus populating it when the prefab is added to the library." + +--- + +**Step 4: Add the WorldTransform Component** + +![Attach a world transform](../imgs/adding-a-simple-type-of-layer/attach-a-world-transform.png){ align=right width="275" } + +To ensure the object holds real-world coordinates and remains anchored in place as the user navigates, add the +WorldTransform MonoBehaviour to your prefab. This enables the object to maintain accurate positioning in the 3D +environment. + +_The World Transform is similar to, and extends, Unity's own Transform, it provides the means for an object to be +located in a real world position and to track that._ + +!!! warning "When you want to move a GameObject with a WorldTransform, it is highly recommended to do that by changing the Coordinates on the WorldTransform instead of the `transform.position`." + +--- + +**Step 5: (Optional) Add Transform properties to your layer** + +![Add a transform property section](../imgs/adding-a-simple-type-of-layer/add-transform-property-section.png){ align=right width="275" } + +If you want users to reposition, rotate, or scale this layer in the viewer, add the +`HierarchicalObjectPropertySectionInstantiator` component. Set its _Property Section Reference_ to +`TransformPropertySection`, enabling these manipulations within the project and allowing them to persist in the +`.nl3d` project file. + +_You can learn more about properties and property sections in the explanation section of the documentation._ + +--- + +**Step 6: Register the Prefab in the PrefabLibrary** + +To ensure the layer system recognizes and loads this layer, add your prefab to the `PrefabLibrary` ScriptableObject. In +it, you can either create a new prefab group or add it to an existing one for organization. + +--- + +**Step 7: (If Needed) Create UI Elements to Add Your Layer** + +If you created a new prefab group, or added your prefab to a group without the `auto-populate UI` toggle enabled, add +UI elements to allow users to instantiate this layer. 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Overview': 'docs/developers/platform-architecture.md' - 'docs/developers/functionalities.md' @@ -16,33 +15,39 @@ nav: # - 'docs/developers/getting-started/using-the-twin.md' # - 'docs/developers/getting-started/from-scratch.md' # - 'docs/developers/getting-started/your-own-functionality.md' - - 'Core Concepts': - - 'Overview': 'docs/developers/core-concepts.md' - - 'docs/developers/projects.md' - - 'docs/developers/layers.md' - - 'docs/developers/layers-with-authentication.md' - - 'Features': - - 'docs/developers/features/embedding.md' - - 'docs/developers/features/floating-origin.md' - - 'docs/developers/features/geojson.md' - - 'Packages': - - 'docs/developers/packages/creating-and-managing.md' - - 'User interface': - - 'docs/developers/ui/introduction.md' - - 'docs/developers/ui/keeping-our-documentation-current.md' - - 'docs/developers/ui/understanding-blocks.md' - - 'docs/developers/ui/understanding-components.md' - - 'Blocks': - - 'docs/developers/ui/blocks/property-panel-and-sections.md' - - 'Components': - - 'docs/developers/ui/components/accordion.md' - - 'docs/developers/ui/components/cards.md' - - 'docs/developers/ui/components/sliders.md' - - 'docs/developers/ui/components/double-sliders.md' - - 'docs/developers/ui/components/text-fields.md' - - 'Architectural Decisions': - - 'docs/developers/decisions/index.md' - - 'docs/developers/decisions/20241009-styling-of-layers.md' + - 'Guides': + - 'docs/developers/quickstart.md' + - 'docs/developers/adding-a-simple-type-of-layer.md' + - 'Explanation': + - 'Core Concepts': + - 'Overview': 'docs/developers/core-concepts.md' + - 'docs/developers/projects.md' + - 'docs/developers/layers.md' + - 'docs/developers/layers-with-authentication.md' + - 'Features': + - 'docs/developers/features/embedding.md' + - 'docs/developers/features/floating-origin.md' + - 'docs/developers/features/geojson.md' + - 'Packages': + - 'docs/developers/packages/creating-and-managing.md' + - 'User interface': + - 'docs/developers/ui/introduction.md' + - 'docs/developers/ui/keeping-our-documentation-current.md' + - 'docs/developers/ui/understanding-blocks.md' + - 'docs/developers/ui/understanding-components.md' + - 'Reference': + - 'Architectural Decisions': + - 'docs/developers/decisions/index.md' + - 'docs/developers/decisions/20241009-styling-of-layers.md' + - 'User interface': + - 'Blocks': + - 'docs/developers/ui/blocks/property-panel-and-sections.md' + - 'Components': + - 'docs/developers/ui/components/accordion.md' + - 'docs/developers/ui/components/cards.md' + - 'docs/developers/ui/components/sliders.md' + - 'docs/developers/ui/components/double-sliders.md' + - 'docs/developers/ui/components/text-fields.md' - 'Contributing': - 'docs/developers/contributing/coding-standards.md' - 'docs/developers/contributing/documentation.md' @@ -90,7 +95,6 @@ theme: - navigation.sections - navigation.tabs - navigation.instant - - navigation.expand - navigation.path - navigation.footer - navigation.tracking