

Area Target Generation on Mac OS 10.13 (Ventura): When running the Area Target Generator (ATG) on Mac OS 10.13 with an Intel CPU, an issue was identified that could create Area Targets with reduced relocalization capability.Developer Portal Account Manager: Manage your account details in the new "Account Manager" within the Developer Portal together with a new easy-to-use dashboard upon log in.See the release notes for what platforms are supported. New Camera Control APIs in Unity: New APIs have been added in the Vuforia Unity Extension for enhanced camera control.Model Target Generator “No Upload” Mode: Now if you start the Model Target Generator with the command parameter -no-upload, it prevents the user from accessing any option that requires uploading the CAD model, such as Simplification or training Advanced Model Targets.Area Target Capture: You can now pre-define an origin during Area Target capture to aid in aligning multiple scans.

Even though the camera allows for taking scans from larger distances, make sure to follow our scanning guidelines and use scanning positions that are close enough together to keep Area Targets robust.

Matterport Pro 3 Camera: The Matterport Pro 3 is now one of our recommended scanning devices for creating Area Targets.Please be sure to check out the release notes for the full list.

Below are the key updates in this release. Usually, Yes, copy all will be the preferred option.The Vuforia Engine team is happy to announce our newest version. As soon as it is finished, you will be asked whether you want to have them automatically copied into your mods directory. Unity Editor will now create an AssetBundle including your mod. Now you have to select Winter Resort Simulator SDK on the top of the Unity Window and click on Build Mods.ġ1. All files have been assigned to the Asset Bundle. Also make sure you always include the mod.lua file!ġ0. If your mod also includes any other files (such as sound files), make sure these are included in the mod as well. Select the models and prefabs and assign them to the Asset Bundleĩ. Select all pictures used by your mod and assign them to the Asset BundleĨ. Now click on None and assign the scripts to yourassetbundle.unit圓dħ. You can select multiple scripts by pressing CTRL + LeftClickĦ. lua scripts and assign them to the Asset Bundle. We also recommend to use rather short names with lower case letters only.ĥ. The game will not recognise the mod otherwise. Please replace yourmodname with the name of your mod and always include the suffix. Click on New… to create a new AssetBundle.Ĥ. Select all models that are used in your mod.ģ. In the following steps, we focus onto the Project window within the Unity Editor:ġ. Please make sure you have correctly installed the SDK. This way, you can bring your own mods into the game! This guide is intended to explain how you can create asset bundles yourself.
