templates for documentation
This commit is contained in:
parent
d1c8949b16
commit
dbdc045229
40
CHANGELOG.md
Normal file
40
CHANGELOG.md
Normal file
@ -0,0 +1,40 @@
|
||||
# Changelog
|
||||
All notable changes to this project will be documented in this file.
|
||||
|
||||
The format is based on **Keep a Changelog** and this project adheres to **Semantic Versioning**.
|
||||
|
||||
## [Unreleased]
|
||||
### Added
|
||||
- OBJ/GLB exporters with Draco compression (planned)
|
||||
- Furniture placement UX (snapping gizmos, align to wall) (planned)
|
||||
- Semantic plane helpers (wall/floor/ceiling) (planned)
|
||||
- RoomPlan native bridge behind `ROOMPLAN_ENABLED` (planned)
|
||||
- Lightship object detection behind `LIGHTSHIP_ENABLED` (planned)
|
||||
|
||||
### Changed
|
||||
- TBD
|
||||
|
||||
### Fixed
|
||||
- TBD
|
||||
|
||||
---
|
||||
|
||||
## [0.1.0] - 2025-08-21
|
||||
### Added
|
||||
- iOS‑first project scaffolding (Unity 6.0 LTS, URP) with AR Foundation 6.x & ARKit XR Plugin 6.x.
|
||||
- Modular folder layout under `Assets/_Project/` and `.asmdef` per module.
|
||||
- `ScanScene` baseline: AR Session, XR Origin, AR managers (Plane/Raycast/Mesh).
|
||||
- `RoomScanner` to combine AR mesh chunks into a single mesh + collider.
|
||||
- `MeasureTool` for A→B distance in real meters.
|
||||
- API layer: `IFurnitureApi` + `HttpFurnitureApi` + `ApiConfig` ScriptableObject.
|
||||
- README with iOS build steps, contribution guidelines draft.
|
||||
- Git config: `.gitignore`, LFS patterns recommended, SmartMerge guidance.
|
||||
|
||||
### Changed
|
||||
- N/A
|
||||
|
||||
### Fixed
|
||||
- N/A
|
||||
|
||||
[Unreleased]: https://example.com/compare/v0.1.0...HEAD
|
||||
[0.1.0]: https://example.com/releases/tag/v0.1.0
|
||||
128
CONTRIBUTING.md
Normal file
128
CONTRIBUTING.md
Normal file
@ -0,0 +1,128 @@
|
||||
# Contributing Guide
|
||||
|
||||
Thanks for helping build **AR Room Scanner & Furnishing (iOS‑first, Unity 6.0 LTS)**. This doc explains how to set up your environment, propose changes, and keep the project healthy and fast.
|
||||
|
||||
## Table of Contents
|
||||
- [Project Setup](#project-setup)
|
||||
- [Branching Model](#branching-model)
|
||||
- [Commit Messages](#commit-messages)
|
||||
- [Pull Request Checklist](#pull-request-checklist)
|
||||
- [Coding Standards (C#)](#coding-standards-c)
|
||||
- [Unity Guidelines](#unity-guidelines)
|
||||
- [Scenes & Prefabs Rules](#scenes--prefabs-rules)
|
||||
- [Feature Flags](#feature-flags)
|
||||
- [API Config & Secrets](#api-config--secrets)
|
||||
- [Testing](#testing)
|
||||
- [Performance Budget](#performance-budget)
|
||||
- [Git LFS & Large Files](#git-lfs--large-files)
|
||||
- [Releases](#releases)
|
||||
- [Code Review](#code-review)
|
||||
- [Smart Merge](#smart-merge)
|
||||
|
||||
---
|
||||
|
||||
## Project Setup
|
||||
- **Unity**: 6.0 LTS (URP template).
|
||||
- **Platform**: iOS (Metal only). Switch platform before importing heavy assets.
|
||||
- **Packages**: AR Foundation 6.x, ARKit XR Plugin 6.x, (optional) XR Interaction Toolkit 3.x.
|
||||
- **Folder layout** is under `Assets/_Project/...` with `.asmdef` per root module.
|
||||
- Keep `Settings/` (URP and project assets) and `Packages/` committed.
|
||||
- Enable **Visible Meta Files** and **Force Text Serialization**.
|
||||
|
||||
## Branching Model
|
||||
- `main`: protected; always releasable.
|
||||
- Use short‑lived branches: `feature/<topic>`, `fix/<topic>`, `chore/<topic>`.
|
||||
- Rebase or squash merge to keep history clean.
|
||||
- Tag releases with SemVer (e.g., `v0.1.0`).
|
||||
|
||||
## Commit Messages
|
||||
We use **Conventional Commits**:
|
||||
```
|
||||
feat: add room mesh exporter (OBJ)
|
||||
fix: avoid collider spike when updating sharedMesh
|
||||
docs: update iOS build steps
|
||||
refactor: split placement into service + controller
|
||||
perf: decimate combined mesh when >3M tris
|
||||
test: add domain unit tests
|
||||
build: bump ARKit XR Plugin to 6.2.x
|
||||
ci: cache Library on CI
|
||||
revert: revert placement snapping change
|
||||
```
|
||||
Scope is optional (e.g., `feat(placement): ...`).
|
||||
|
||||
## Pull Request Checklist
|
||||
- [ ] Builds in Unity Editor and exports to **Xcode**.
|
||||
- [ ] Tested on **real iOS device** (LiDAR when feature needs it).
|
||||
- [ ] Scene follows **hierarchy rules** (see below).
|
||||
- [ ] **No per‑frame allocations** in hot paths; profiled once on device.
|
||||
- [ ] `.asmdef` references minimal and correct; no upward dependencies.
|
||||
- [ ] Updated **README/CHANGELOG** if user‑facing behavior changed.
|
||||
- [ ] Added/updated **tests** (Domain: unit; ARRuntime/App: playmode/manual checklist).
|
||||
- [ ] **No secrets** or hardcoded URLs; use `ApiConfig` ScriptableObject.
|
||||
- [ ] Large binaries are tracked by **LFS**; unnecessary assets removed.
|
||||
|
||||
## Coding Standards (C#)
|
||||
- Namespaces by module: `App.*`, `ARRuntime.*`, `Domain.*`, `Infra.*`.
|
||||
- Prefer `readonly` fields, `record` for immutable DTOs, `TryGetComponent` over `FindObjectOfType`.
|
||||
- Avoid `new` allocations in `Update`; reuse buffers/lists (`.Clear()`).
|
||||
- Use `async/await` for API; timeouts & cancellation tokens where sensible.
|
||||
- No logic in `MonoBehaviour` constructors; use `Awake/OnEnable/Start`.
|
||||
- Guard nulls; avoid exceptions for control flow.
|
||||
|
||||
## Unity Guidelines
|
||||
- One **Main Camera** under **XR Origin**.
|
||||
- `ARMeshManager` **must be a child of XR Origin**.
|
||||
- Keep **AR managers** grouped under a child GO (e.g., `AR Managers`).
|
||||
- Update **MeshCollider.sharedMesh** only when the combined mesh changes.
|
||||
- Place assets under `Assets/_Project/Art/...`; avoid dumping in root.
|
||||
- Use **prefabs** for placeable furniture; include colliders at authoring time.
|
||||
|
||||
## Scenes & Prefabs Rules
|
||||
- Scene names live in `Assets/_Project/App/Scenes/`.
|
||||
- Do not reference Sample assets. Delete `SampleScene` once the project boots.
|
||||
- Minimal global singletons. Prefer scene‑local controllers in `App/Controllers`.
|
||||
- Prefabs: no missing scripts; default layer unless a dedicated layer is needed.
|
||||
|
||||
## Feature Flags
|
||||
- Compile‑time defines:
|
||||
- `LIGHTSHIP_ENABLED` → compiles `Detectors.Lightship/` only when set.
|
||||
- `ROOMPLAN_ENABLED` → future native bridge for RoomPlan.
|
||||
- Runtime toggles: ScriptableObject `ProjectFeatures` (in `Infra/Settings/`).
|
||||
|
||||
## API Config & Secrets
|
||||
- `Infra/Settings/ApiConfig` contains the base URL and timeouts per env.
|
||||
- **Do not commit secrets** or production keys.
|
||||
- For iOS, additional entitlements (e.g., iCloud) should be added in Xcode per‑target, not committed if secret‑bearing.
|
||||
|
||||
## Testing
|
||||
- **Domain**: unit tests (EditMode).
|
||||
- **ARRuntime/App**: PlayMode tests + manual device checklist.
|
||||
- Provide a short test plan for PRs affecting scanning/placement.
|
||||
|
||||
## Performance Budget
|
||||
- IL2CPP, ARM64, **Metal only**.
|
||||
- URP: SRP Batcher ON, MSAA 2x, mobile shadows.
|
||||
- Mesh combine every **1–2 s**; consider decimation > 3M tris.
|
||||
- Avoid large textures where not needed; prefer 2K for preview.
|
||||
|
||||
## Git LFS & Large Files
|
||||
- Track large assets: `*.glb, *.gltf, *.obj, *.fbx, *.psd, *.exr, *.hdr, *.tga, *.tif`.
|
||||
- Keep big room exports outside `Assets/` in a top‑level `Scans/` folder (LFS‑tracked) to reduce Unity import cost.
|
||||
- Use **LFS locking** for shared binary assets when editing (`git lfs lock` / `unlock`).
|
||||
|
||||
## Releases
|
||||
- Bump version using **SemVer** and update **CHANGELOG.md** (Keep a Changelog format).
|
||||
- Tag the commit (`vX.Y.Z`) and create a GitHub Release with notes and device compatibility.
|
||||
- Attach build artifacts as needed; Xcode projects are generated from Unity.
|
||||
|
||||
## Code Review
|
||||
- At least **1 approval** (or 2 for risky changes).
|
||||
- Reviewers check: compile/run on device, profiler snapshot, GC allocs, scene hierarchy, asmdef deps, docs updated.
|
||||
|
||||
## Smart Merge
|
||||
Enable Unity SmartMerge globally:
|
||||
```
|
||||
git config --global merge.unityyamlmerge.name "Unity SmartMerge (YAML)"
|
||||
git config --global merge.unityyamlmerge.driver "<UnityPath>/Tools/UnityYAMLMerge merge -p %O %A %B %P"
|
||||
```
|
||||
Ensure **Visible Meta Files** and **Force Text** are set in Unity.
|
||||
367
README.md
Normal file
367
README.md
Normal file
@ -0,0 +1,367 @@
|
||||
# AR Room Scanner & Furnishing — **iOS-first (Unity 6.0 LTS)**
|
||||
|
||||
Clean, modular Unity **6.0 LTS** project focused on **iOS (ARKit)** for:
|
||||
1) **Scanning** a real room on-device (LiDAR Scene Reconstruction when available)
|
||||
2) **Measuring** in real-world meters
|
||||
3) **Placing furniture** with collisions and snapping
|
||||
4) Optional **Object Detection** (kept behind a compile flag)
|
||||
5) Optional **RoomPlan** integration path (native bridge) for semantic room models
|
||||
|
||||
This repo is designed to be stable today and easy to evolve (upgrade to 6.1/6.2 later).
|
||||
|
||||
---
|
||||
|
||||
## Table of Contents
|
||||
- [Why iOS](#why-ios)
|
||||
- [Folder Layout](#folder-layout)
|
||||
- [Assembly Definitions & Dependencies](#assembly-definitions--dependencies)
|
||||
- [Packages & Versions](#packages--versions)
|
||||
- [Device Support Matrix](#device-support-matrix)
|
||||
- [Getting Started](#getting-started)
|
||||
- [iOS Build & Xcode Setup](#ios-build--xcode-setup)
|
||||
- [Scenes & Flow](#scenes--flow)
|
||||
- [Core Modules](#core-modules)
|
||||
- [API Integration](#api-integration)
|
||||
- [Configuration & Environments](#configuration--environments)
|
||||
- [Version Control (Git, LFS, SmartMerge)](#version-control-git-lfs-smartmerge)
|
||||
- [Performance Guidelines (iOS/Metal)](#performance-guidelines-iosmetal)
|
||||
- [RoomPlan (future path)](#roomplan-future-path)
|
||||
- [Troubleshooting](#troubleshooting)
|
||||
- [Roadmap](#roadmap)
|
||||
- [License](#license)
|
||||
|
||||
---
|
||||
|
||||
## Why iOS
|
||||
- **Best on-device scanning** via **ARKit Scene Reconstruction** on **LiDAR** devices (dense mesh, stable scale).
|
||||
- **Consistent tracking & depth** across supported iPhones/iPads.
|
||||
- Future option: **RoomPlan** (iOS 16+, LiDAR) to produce **semantic, parametric** rooms (walls/doors/windows) with accurate dimensions.
|
||||
|
||||
---
|
||||
|
||||
## Folder Layout
|
||||
|
||||
```
|
||||
Assets/
|
||||
_Project/
|
||||
App/ # app flow & UI
|
||||
Controllers/
|
||||
Scenes/
|
||||
Bootstrap.unity
|
||||
ScanScene.unity
|
||||
FurnishScene.unity
|
||||
UI/
|
||||
ARRuntime/ # AR runtime features (platform-agnostic via AR Foundation)
|
||||
Scanning/ # mesh collection, colliders, export hooks
|
||||
Measurement/ # AB ruler, heights, helpers
|
||||
Placement/ # raycasts, snapping, overlap checks, physics
|
||||
Art/ # in-Unity assets
|
||||
Logos/
|
||||
Materials/
|
||||
Models/
|
||||
Prefabs/
|
||||
Shaders/
|
||||
Textures/
|
||||
Domain/ # pure business/domain (no Unity deps)
|
||||
Models/
|
||||
Services/
|
||||
Infra/ # outside world (API, storage, settings)
|
||||
Api/ # IFurnitureApi + HttpFurnitureApi + DTOs
|
||||
Persistence/ # OBJ/GLB export, JSON metadata
|
||||
Settings/ # ScriptableObjects (ApiConfig, ProjectFeatures)
|
||||
Detectors/
|
||||
Null/ # default no-op detector
|
||||
Lightship/ # stub; compiled only with LIGHTSHIP_ENABLED
|
||||
Tests/ # EditMode/PlayMode tests
|
||||
Settings/ # URP & project assets (keep!)
|
||||
XR/ # added by packages
|
||||
```
|
||||
|
||||
**Keep `Settings/`** (URP pipeline assets & editor links).
|
||||
A separate top-level `Scans/` folder (outside `Assets/`) is recommended for large exports to avoid re-import churn.
|
||||
|
||||
---
|
||||
|
||||
## Assembly Definitions & Dependencies
|
||||
|
||||
Create one `.asmdef` per root module:
|
||||
|
||||
- `Domain` (no references)
|
||||
- `Infra` → references `Domain`
|
||||
- `ARRuntime` → references `Domain`
|
||||
- `App` → references `ARRuntime`, `Infra`, `Domain`
|
||||
- `Detectors.Lightship` → references `Infra`, `Domain` with **define constraint** `LIGHTSHIP_ENABLED`
|
||||
- `Tests` → references as needed
|
||||
|
||||
**Dependency direction**
|
||||
`App → (ARRuntime, Infra, Domain)`
|
||||
`ARRuntime → Domain`
|
||||
`Infra → Domain`
|
||||
`Domain` depends on nothing
|
||||
|
||||
This keeps compile times low and prevents “upward” coupling.
|
||||
|
||||
---
|
||||
|
||||
## Packages & Versions
|
||||
- **Unity**: 6.0 LTS (URP template)
|
||||
- **AR Foundation**: 6.x
|
||||
- **ARKit XR Plugin**: 6.x
|
||||
- (Optional) XR Interaction Toolkit 3.x
|
||||
- TextMesh Pro (built-in)
|
||||
|
||||
> Pin package versions in `Packages/manifest.json` once the project compiles cleanly.
|
||||
|
||||
---
|
||||
|
||||
## Device Support Matrix
|
||||
|
||||
| Capability | Requirement | Notes |
|
||||
|---|---|---|
|
||||
| ARKit basic tracking | iPhone 8+ / iOS 13+ (practical: iOS 15+) | Non-LiDAR devices won’t produce dense meshes. |
|
||||
| **Scene Reconstruction (meshing)** | **LiDAR** devices (e.g., iPhone 12 Pro+, 13 Pro+, 14 Pro/Pro Max, 15 Pro/Pro Max; iPad Pro 2020+) | AR Foundation exposes meshes via `ARMeshManager`. |
|
||||
| Environment Depth / People Occlusion | Device-dependent | Used for occlusion realism; works best on LiDAR. |
|
||||
| **RoomPlan** (future) | iOS 16+, **LiDAR** | Generates semantic room model via native SDK. |
|
||||
|
||||
We gracefully **fall back**: if no LiDAR mesh is available, we still support plane detection + measurements.
|
||||
|
||||
---
|
||||
|
||||
## Getting Started
|
||||
|
||||
1) **Switch to iOS**
|
||||
`File → Build Settings → iOS → Switch Platform`.
|
||||
|
||||
2) **Install packages** (Window → Package Manager)
|
||||
- AR Foundation 6.x
|
||||
- ARKit XR Plugin 6.x
|
||||
- (Optional) XR Interaction Toolkit 3.x
|
||||
|
||||
3) **Project Settings (iOS)**
|
||||
- **Player → iOS**
|
||||
- Scripting Backend: **IL2CPP**
|
||||
- Target Architectures: **ARM64**
|
||||
- Graphics APIs: **Metal** (only)
|
||||
- Minimum iOS Version: **15+** recommended (RoomPlan needs 16+)
|
||||
- Camera Usage Description (Info.plist): e.g., _“AR scanning requires camera access.”_
|
||||
- Photo Library Add Usage Description (if you export files to Photos)
|
||||
- Motion Usage Description (only if you use CoreMotion; otherwise omit)
|
||||
- **XR Plug-in Management → iOS**
|
||||
- Enable **ARKit**
|
||||
- In ARKit settings, enable **Environment Depth** (and People Occlusion if needed)
|
||||
- **URP**
|
||||
- SRP Batcher: **ON**
|
||||
- MSAA: **2x**
|
||||
- Mobile-friendly shadows
|
||||
|
||||
4) **Scenes**
|
||||
- Create `Bootstrap.unity`, `ScanScene.unity`, `FurnishScene.unity` under `Assets/_Project/App/Scenes/`.
|
||||
|
||||
5) **First run**
|
||||
- Add `Bootstrap` and `ScanScene` to Build Settings (Bootstrap first).
|
||||
- Build to Xcode, set signing, run on device.
|
||||
|
||||
---
|
||||
|
||||
## iOS Build & Xcode Setup
|
||||
|
||||
1) **Build in Unity** → generates an Xcode project.
|
||||
2) **Xcode**
|
||||
- Select your **Team** & Provisioning profile
|
||||
- Ensure **Camera** privacy string is present (Unity will add based on Player Settings)
|
||||
- In “Signing & Capabilities”, you typically **don’t** need extra entitlements for ARKit beyond camera; add **Files (iCloud)** only if you export to Files app.
|
||||
3) **Run on device** (USB).
|
||||
4) If you see a black camera feed: check Privacy strings, ensure real device (not Simulator), and that `Requires ARKit` is set (Unity: Player → iOS → “Requires ARKit”).
|
||||
|
||||
---
|
||||
|
||||
## Scenes & Flow
|
||||
|
||||
### `Bootstrap.unity`
|
||||
Minimal loader that switches to the first “real” scene:
|
||||
|
||||
```csharp
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class Bootstrap : MonoBehaviour
|
||||
{
|
||||
[SerializeField] string firstScene = "ScanScene";
|
||||
void Start() => SceneManager.LoadScene(firstScene, LoadSceneMode.Single);
|
||||
}
|
||||
```
|
||||
|
||||
### `ScanScene.unity` (first milestone)
|
||||
**Hierarchy (suggested)**
|
||||
|
||||
```
|
||||
AR Session
|
||||
XR Origin
|
||||
└─ Camera Offset
|
||||
└─ Main Camera (tag: MainCamera)
|
||||
AR Managers (child of XR Origin)
|
||||
├─ AR Plane Manager
|
||||
├─ AR Raycast Manager
|
||||
└─ AR Mesh Manager # must be under XR Origin in ARF 6
|
||||
RoomMesh (MeshFilter + MeshRenderer + MeshCollider)
|
||||
RoomScanner (script) # combines AR chunks into RoomMesh
|
||||
MeasureLine (LineRenderer)
|
||||
MeasureTool (script) # tap A→B distances in meters
|
||||
```
|
||||
|
||||
On the **Main Camera** (child of XR Origin): add **AR Camera Manager** and **AR Occlusion Manager**.
|
||||
|
||||
### `FurnishScene.unity` (next milestone)
|
||||
- Placement raycasts and snapping to **floor/walls**
|
||||
- Overlap checks / colliders to prevent interpenetration
|
||||
- Occlusion enabled for realism
|
||||
|
||||
---
|
||||
|
||||
## Core Modules
|
||||
|
||||
### `ARRuntime/Scanning` — RoomScanner
|
||||
- Polls `ARMeshManager.meshes` and **combines** all chunks into a single mesh every N seconds.
|
||||
- Assigns that mesh to `RoomMesh`’s `MeshFilter` and `MeshCollider`.
|
||||
- The combined mesh is in **meters** (Unity units = meters), so measuring is straightforward.
|
||||
|
||||
### `ARRuntime/Measurement` — MeasureTool
|
||||
- Touch once = point A, touch again = point B.
|
||||
- Draws a line (`LineRenderer`) and shows **meters** to 2 decimals.
|
||||
- Uses `Physics.Raycast` against the combined collider or against detected planes.
|
||||
|
||||
### `ARRuntime/Placement`
|
||||
- Raycast from screen to floor/wall planes or to the combined mesh.
|
||||
- Snap by projecting onto a plane’s normal.
|
||||
- Prevent collisions with `Physics.OverlapBox/Sphere` before placing.
|
||||
|
||||
---
|
||||
|
||||
## API Integration
|
||||
|
||||
Interface-first, so the app logic doesn’t depend on a concrete client:
|
||||
|
||||
```csharp
|
||||
// Infra/Api/IFurnitureApi.cs
|
||||
public interface IFurnitureApi
|
||||
{
|
||||
Task<IReadOnlyList<Furniture>> GetVariantsAsync(IEnumerable<string> ids);
|
||||
Task<IReadOnlyList<Furniture>> SearchAsync(string query, int page = 1, int pageSize = 20);
|
||||
}
|
||||
```
|
||||
|
||||
```csharp
|
||||
// Infra/Api/HttpFurnitureApi.cs
|
||||
public sealed class HttpFurnitureApi : IFurnitureApi
|
||||
{
|
||||
private readonly HttpClient _http;
|
||||
private readonly ApiConfig _cfg;
|
||||
|
||||
public HttpFurnitureApi(HttpClient http, ApiConfig cfg) { _http = http; _cfg = cfg; }
|
||||
|
||||
public async Task<IReadOnlyList<Furniture>> GetVariantsAsync(IEnumerable<string> ids)
|
||||
{
|
||||
var url = $"{_cfg.BaseUrl}/api/v1/FurnitureVariant/GetByIds";
|
||||
using var resp = await _http.PostAsJsonAsync(url, ids);
|
||||
resp.EnsureSuccessStatusCode();
|
||||
return await resp.Content.ReadFromJsonAsync<List<Furniture>>() ?? new();
|
||||
}
|
||||
|
||||
public async Task<IReadOnlyList<Furniture>> SearchAsync(string query, int page = 1, int pageSize = 20)
|
||||
{
|
||||
var url = $"{_cfg.BaseUrl}/api/v1/FurnitureVariant/Search?query={Uri.EscapeDataString(query)}&page={page}&pageSize={pageSize}";
|
||||
return await _http.GetFromJsonAsync<List<Furniture>>(url) ?? new();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Config**: `Infra/Settings/ApiConfig` (ScriptableObject) with `BaseUrl`, timeouts, and environment selectors (DEV/QA/PROD).
|
||||
|
||||
---
|
||||
|
||||
## Configuration & Environments
|
||||
|
||||
Create a `ProjectFeatures` ScriptableObject (in `Infra/Settings/`) with toggles:
|
||||
- `useMeshing` (on by default)
|
||||
- `useOcclusion` (environment/people)
|
||||
- `useObjectDetection` (off; Lightship behind `LIGHTSHIP_ENABLED`)
|
||||
- `enableExports` (to write OBJ/GLB to app storage)
|
||||
|
||||
This lets QA test different combinations without code changes.
|
||||
|
||||
---
|
||||
|
||||
## Version Control (Git, LFS, SmartMerge)
|
||||
|
||||
- Keep **text/YAML** in Git (scenes, prefabs, materials, `.meta`, `ProjectSettings/`, `Packages/`).
|
||||
- Track **large binaries** (GLB/OBJ/FBX/PSDs/EXR/8K textures) with **Git LFS**.
|
||||
- Enable **Unity Smart Merge** for clean scene/prefab merges.
|
||||
|
||||
(We also recommend a top-level `Scans/` folder, LFS-tracked, for big room exports.)
|
||||
|
||||
---
|
||||
|
||||
## Performance Guidelines (iOS/Metal)
|
||||
|
||||
- **Metal only**, IL2CPP, ARM64.
|
||||
- URP: **SRP Batcher ON**, **MSAA 2×**, mobile shadows.
|
||||
- Avoid per-frame allocations; reuse buffers.
|
||||
- Combine mesh at **intervals** (1–2 s) rather than every frame.
|
||||
- Update `MeshCollider.sharedMesh` **only when merged mesh changes** to avoid spikes.
|
||||
- Consider decimation for very large meshes if triangle count exceeds target thresholds.
|
||||
|
||||
---
|
||||
|
||||
## RoomPlan (future path)
|
||||
|
||||
If you need clean, semantic floorplans and furniture categories:
|
||||
- Implement a **native iOS plugin** (Swift/Obj-C) that runs RoomPlan (iOS 16+, LiDAR).
|
||||
- Export **USDZ/USDA/OBJ/GLTF** or RoomPlan **JSON**; import into Unity via `Infra/Persistence`.
|
||||
- Provide an adapter `IRoomImporter` so `App` can switch between **Scene Reconstruction mesh** and **RoomPlan semantic model** at runtime/build time.
|
||||
|
||||
Keep all RoomPlan code behind a **`ROOMPLAN_ENABLED`** define if you prefer the same pattern as Lightship.
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
- **Popup: “An ARMeshManager must be a child of an XROrigin.”**
|
||||
Move `ARMeshManager` under **XR Origin** (not on the same GO).
|
||||
|
||||
- **Black camera feed**
|
||||
Real device only (no Simulator), **Camera** usage string present, `Requires ARKit` ticked, provisioning OK.
|
||||
|
||||
- **No mesh appears**
|
||||
Device may not have LiDAR; fall back to planes & depth. Ensure ARKit Scene Reconstruction is supported on the test device.
|
||||
|
||||
- **Raycast doesn’t hit**
|
||||
Ensure `RoomMesh` has a **MeshCollider** and that you merged at least once. Check layers.
|
||||
|
||||
- **Build fails in Xcode**
|
||||
Clear Derived Data, check signing, ensure Metal is the only graphics API.
|
||||
|
||||
---
|
||||
|
||||
## Roadmap
|
||||
|
||||
- ✅ iOS-first scanning (Scene Reconstruction), measuring, placement skeleton
|
||||
- ⏳ Exporters (OBJ/GLB + Draco), thumbnails, metadata (`units`, `bbox`, triangle count)
|
||||
- ⏳ Furniture placement UX (snapping gizmos, grid, rotation/align to wall)
|
||||
- ⏳ Semantic planes (wall/floor/ceiling) classification helpers
|
||||
- ⏳ RoomPlan native bridge (optional feature flag)
|
||||
- ⏳ Lightship detection re-enable (compile flag)
|
||||
|
||||
---
|
||||
|
||||
## License
|
||||
TBD — choose a license that suits your distribution model (MIT/Apache-2.0/Proprietary).
|
||||
|
||||
---
|
||||
|
||||
### Quick Start (TL;DR)
|
||||
1. Open in Unity **6.0 LTS**, switch to **iOS**.
|
||||
2. Install **AR Foundation 6.x** + **ARKit XR Plugin 6.x**.
|
||||
3. Player: **IL2CPP / ARM64 / Metal**, iOS 15+, Camera privacy string.
|
||||
4. XR Plug-in Management: **ARKit ON**, enable Environment Depth.
|
||||
5. Open **ScanScene** → Run on a **LiDAR** device → tap two points to measure in meters.
|
||||
6. Move to **FurnishScene** for placement once scanning feels good.
|
||||
Loading…
Reference in New Issue
Block a user