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Blueprints

Multi-Unit Projects (Part 1)

Setting up a multi unit project, like an appartement building. The project runs locally and uses datatables to store data defining the units.

It could be used in a showroom on site or in the real estate office.

Content:

Quick Guide for Multi Unit Projects

Introduction

Data Source Setup

Setting a User

Setting up Unit Data

Overview Level (Scene)

Unit Selection

Unit Marker Placement

Unit Levels (Scenes)

Save Slots

Setting a User

The User is set in the overview level and gets passed on to the unit levels.

  1. The app looks at the Server Name set in the Info Map
  2. The User ID is taken from the servers data table row with the Server ID row name
  3. The User Name and data is then taken from the users data table with the User ID row name

This may look overly complicated. But it avoids accidental or unauthorized changes to other users' data. A user can't be allowed to change the user within the app to someone else's when cost tracking is involved.

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Data Table Units

This data table contains the specific data for each unit. It will override the Unit Type Data when specified.

Editor Data Table Units

This data table contains the data used within the editor.

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Unit Info Widget

The Unit Picker will display the information for the selected unit taken from the data tables (source).

Discription text can be translated in the UI Text datatable assigned in the info map.

Visiting a Unit

The unit can be visited by clicking the button at the bottom. This will exit this scene and open another scene for the selected unit type.

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Unit Type Level in the Editor

User Data Management

Previous Session or Level - The level will take the user (and unit) from the MUP Save Game.

Streaming Levels

There are 2 types of streaming levels

  1. Streaming Levels are the usual sub levels containing assets as in standard single unit scenes.
  2. Levels with Transform are the environment (surrounding) levels that are streamed with an offset/rotation.

The surrounding buildings and environment will look different depending on the location of the selected unit. The Levels with Transform are transformed to simulate how they would look from the selected unit.

Main Menu Layout Data

The 3 unit type scene share the datatable for the menu layout.

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Editor Data Table Units

The level offset for the surrounding buildings as well as the name of any additional levels are stored in the editor data table for units.

The level has to be loaded from the overview level. The offset is not applied if the unit type level is played directly while editing. The level will look as if located at ground level instead.

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Save Slots

User Choices can be saved per user name in the 5 available save slots. The last used save slot is loaded with the user name from the MUP Save Game. Choices can be re-applied in another unit under these conditions:

  • The Save Set ID set in the Info Map of all levels is the same
  • A Designer is used. Designers use Tags to link objects
  • Features with Preview can be used if they use the same data table in the Info Map

Edit Mode does not work. The actors are linked directly and are not the same in another level.

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