Initial commit: Complete project foundation with all documentation, scripts, and project structure
This commit is contained in:
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docs/AUDIO_SETUP.md
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docs/AUDIO_SETUP.md
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# Audio Setup - Dubai Metaverse
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## Overview
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This document describes the audio system setup and integration for the Dubai Metaverse project.
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## Audio Assets
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### Ambient Audio
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#### A_AmbientCity
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**Background city ambience**
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- **Type**: Ambient loop
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- **Duration**: 2-5 minutes (looped)
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- **Content**: City sounds, traffic, people, general ambience
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- **Usage**: Background ambience throughout district
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### Vehicle Audio
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#### A_VehicleSounds
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**Vehicle audio collection**
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- **Engine Sounds**: Engine audio for each vehicle
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- **Tire Sounds**: Tire screech, tire squeal
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- **Usage**: Attach to vehicles
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### Footstep Audio
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#### A_Footsteps
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**Footstep sound collection**
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- **Surface Types**: Concrete, metal, grass, etc.
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- **Variations**: Multiple variations per surface
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- **Usage**: Player and NPC footsteps
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### Music
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#### A_Music
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**Background music**
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- **Type**: Ambient music
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- **Style**: Dubai-appropriate, luxury, modern
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- **Usage**: Background music (optional)
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---
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## Audio Implementation
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### Ambient Audio
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#### Setup
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1. **Audio Component**: Add audio component to level
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2. **Sound Cue**: Create sound cue for ambient audio
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3. **Placement**: Place in level
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4. **Settings**: Configure volume, looping, spatialization
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#### Settings
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- **Volume**: 0.3-0.5 (background level)
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- **Looping**: Enabled
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- **Spatialization**: 3D spatial audio
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- **Attenuation**: Distance-based attenuation
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---
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### Vehicle Audio
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#### Setup
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1. **Audio Component**: Add to vehicle blueprint
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2. **Engine Sound**: Attach engine sound
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3. **Pitch Control**: Control pitch based on RPM
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4. **Volume Control**: Control volume based on throttle
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#### Implementation
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- **Engine Sound**: Play engine sound loop
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- **Pitch Variation**: Vary pitch based on vehicle speed/RPM
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- **Volume Variation**: Vary volume based on throttle
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- **Tire Sounds**: Play tire sounds on hard braking/turns
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---
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### Footstep Audio
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#### Setup
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1. **Audio Component**: Add to player/NPC
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2. **Surface Detection**: Detect surface type
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3. **Sound Selection**: Select appropriate footstep sound
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4. **Playback**: Play footstep sound on step
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#### Implementation
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- **Surface Detection**: Use line trace or surface detection
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- **Sound Selection**: Select sound based on surface
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- **Timing**: Play on footstep timing
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- **Variation**: Randomize sound selection
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---
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## Audio Settings
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### Volume Levels
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- **Master Volume**: 1.0 (adjustable by user)
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- **Music Volume**: 0.5-0.7
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- **SFX Volume**: 0.7-0.9
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- **Ambient Volume**: 0.3-0.5
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- **Voice Volume**: 0.8-1.0 (if dialogue)
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### Spatial Audio
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- **3D Spatialization**: Enable for 3D positioning
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- **Attenuation**: Distance-based volume falloff
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- **Occlusion**: Audio occlusion (optional)
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---
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## Audio Quality
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### Format
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- **Format**: WAV or OGG
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- **Sample Rate**: 44.1kHz or 48kHz
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- **Bit Depth**: 16-bit or 24-bit
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- **Compression**: OGG for smaller file size
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### Quality Standards
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- **No Artifacts**: Clean audio, no compression artifacts
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- **Appropriate Levels**: Proper volume levels
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- **Consistency**: Consistent quality across assets
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---
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## Integration
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### With Systems
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- **Time of Day**: Audio changes with time of day
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- **NPCs**: NPCs have audio (footsteps, dialogue)
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- **Vehicles**: Vehicles have audio
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- **Interactions**: Interactions have audio feedback
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---
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## Testing
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### Audio Testing
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1. **Playback**: Test all audio plays correctly
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2. **Volume**: Test volume levels
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3. **Spatialization**: Test 3D audio
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4. **Sync**: Test audio sync (if applicable)
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### Quality Testing
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1. **Quality**: Test audio quality
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2. **Levels**: Test volume levels
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3. **Mix**: Test audio mix
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4. **Performance**: Test performance impact
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---
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## Troubleshooting
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### Common Issues
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**Issue**: Audio not playing
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- **Solution**: Check audio component setup
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- **Solution**: Verify sound cues are assigned
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- **Solution**: Check volume settings
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**Issue**: Audio too loud/quiet
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- **Solution**: Adjust volume levels
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- **Solution**: Check attenuation settings
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**Issue**: Audio performance issues
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- **Solution**: Optimize audio settings
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- **Solution**: Reduce audio complexity
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- **Solution**: Use audio compression
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---
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## Documentation
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### Audio Documentation
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Document audio assets:
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- **Asset Name**: Audio asset name
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- **Type**: Audio type
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- **Usage**: Where it's used
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- **Settings**: Audio settings
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---
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**Version**: 1.0
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**Last Updated**: [Current Date]
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docs/BUG_TRACKING.md
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docs/BUG_TRACKING.md
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# Bug Tracking - Dubai Metaverse
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## Overview
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This document provides a bug tracking template for the Dubai Metaverse project.
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## Bug Severity
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### Critical
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**Blocks functionality or causes crashes**
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- **Examples**: Game crashes, cannot progress, major visual glitches
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- **Priority**: Fix immediately
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- **Status**: Must be fixed before release
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### High
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**Significant issues affecting experience**
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- **Examples**: Performance issues, major visual issues, broken systems
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- **Priority**: Fix as soon as possible
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- **Status**: Should be fixed before release
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### Medium
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**Moderate issues with workarounds**
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- **Examples**: Minor visual issues, UI problems, minor bugs
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- **Priority**: Fix when time permits
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- **Status**: Nice to have fixed
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### Low
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**Minor issues, cosmetic**
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- **Examples**: Text typos, minor visual glitches, polish issues
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- **Priority**: Fix if time permits
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- **Status**: Optional fixes
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---
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## Bug Template
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### Bug Report
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**Bug ID**: [Unique identifier]
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**Title**: [Brief description]
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**Severity**: [Critical/High/Medium/Low]
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**Status**: [Open/In Progress/Fixed/Closed]
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**Assigned To**: [Person]
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**Reported By**: [Person]
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**Date Reported**: [Date]
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**Date Fixed**: [Date]
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**Description**:
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[Detailed description of the bug]
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**Steps to Reproduce**:
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1. [Step 1]
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2. [Step 2]
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3. [Step 3]
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**Expected Behavior**:
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[What should happen]
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**Actual Behavior**:
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[What actually happens]
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**Screenshots/Videos**:
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[Attach screenshots or videos if applicable]
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**System Information**:
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- **OS**: [Operating system]
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- **GPU**: [Graphics card]
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- **Driver Version**: [Driver version]
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- **Unreal Version**: [UE version]
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**Notes**:
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[Additional notes]
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---
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## Bug Categories
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### Functionality
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- Player systems
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- Interaction system
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- Vehicle system
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- NPC system
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- Quest system
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### Visual
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- Lighting issues
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- Material issues
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- Texture issues
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- Asset issues
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- UI issues
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### Performance
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- Frame rate issues
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- Memory issues
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- Streaming issues
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- Optimization issues
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### Audio
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- Audio playback issues
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- Audio quality issues
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- Audio sync issues
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### Platform
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- Platform-specific issues
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- Hardware compatibility
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- Driver issues
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---
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## Bug Tracking Process
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### Reporting
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1. **Identify Bug**: Identify and document bug
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2. **Create Report**: Create bug report using template
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3. **Assign Severity**: Assign appropriate severity
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4. **Assign**: Assign to appropriate person
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### Fixing
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1. **Investigate**: Investigate bug
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2. **Fix**: Fix the bug
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3. **Test**: Test the fix
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4. **Verify**: Verify fix resolves issue
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### Closing
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1. **Verification**: Verify bug is fixed
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2. **Testing**: Test fix doesn't introduce new issues
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3. **Documentation**: Document fix
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4. **Close**: Close bug report
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---
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## Bug Tracking Tools
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### Options
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- **Jira**: Professional bug tracking
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- **GitHub Issues**: If using GitHub
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- **Spreadsheet**: Simple tracking
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- **Document**: This document
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### Recommended
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- **Jira**: For professional projects
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- **GitHub Issues**: For GitHub projects
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- **Spreadsheet**: For simple tracking
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---
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## Bug Statistics
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### Tracking
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- **Total Bugs**: Total number of bugs
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- **Open Bugs**: Number of open bugs
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- **Fixed Bugs**: Number of fixed bugs
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- **Critical Bugs**: Number of critical bugs
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### Reporting
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- **Weekly Reports**: Weekly bug status reports
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- **Sprint Reports**: Sprint bug reports
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- **Final Report**: Final bug status report
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---
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## Best Practices
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### Bug Reporting
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1. **Be Specific**: Provide specific details
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2. **Include Steps**: Include reproduction steps
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3. **Attach Media**: Attach screenshots/videos
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4. **System Info**: Include system information
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### Bug Fixing
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1. **Prioritize**: Fix critical bugs first
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2. **Test**: Test fixes thoroughly
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3. **Document**: Document fixes
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4. **Verify**: Verify fixes don't introduce new issues
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---
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||||
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**Version**: 1.0
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**Last Updated**: [Current Date]
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docs/BUILDING_PIPELINE.md
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docs/BUILDING_PIPELINE.md
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# Building Pipeline - Dubai Metaverse
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## Overview
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This document describes the complete pipeline for creating building assets for the Dubai Metaverse project, from modeling to final placement in Unreal Engine.
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## Pipeline Stages
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### 1. Planning & Reference
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#### Reference Collection
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- **Photography**: Collect reference photos
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- **Architectural Plans**: If available
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- **Material References**: Glass, concrete, metal samples
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- **Context**: Surrounding buildings, scale reference
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#### Asset Planning
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- **Building Type**: Residential, commercial, mixed-use
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- **Priority**: Tier 1 (hero), Tier 2 (primary), Tier 3 (background)
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- **Specifications**: Dimensions, materials, details
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- **Timeline**: Estimated completion date
|
||||
|
||||
---
|
||||
|
||||
### 2. Modeling
|
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|
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#### Blockout
|
||||
|
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1. **Basic Shape**: Create basic building shape
|
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2. **Scale Verification**: Verify scale is 1:1
|
||||
3. **Proportions**: Check proportions match reference
|
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4. **Placement**: Place in blockout level
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||||
#### High-Poly Modeling
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|
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1. **Main Structure**: Model main building structure
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2. **Architectural Details**: Add windows, balconies, details
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3. **Rooftop Elements**: Add rooftop features
|
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4. **Base Structure**: Model base/podium
|
||||
|
||||
#### Low-Poly Modeling (if not using Nanite)
|
||||
|
||||
1. **Optimization**: Create optimized low-poly version
|
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2. **LODs**: Generate LOD0-3
|
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3. **Topology**: Clean topology for performance
|
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|
||||
#### UV Mapping
|
||||
|
||||
1. **UV Layout**: Create UV layout
|
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2. **UDIM**: Use UDIM for hero assets (8K)
|
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3. **Standard UVs**: Use standard UVs for primary/background (4K/2K)
|
||||
4. **Optimization**: Optimize UV space usage
|
||||
|
||||
---
|
||||
|
||||
### 3. Texturing
|
||||
|
||||
#### Substance Painter
|
||||
|
||||
1. **Project Setup**: Import mesh, set resolution
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2. **Bake Maps**: Bake normal, AO, curvature
|
||||
3. **Texture Creation**: Create texture sets
|
||||
4. **Export**: Export textures (see TEXTURING_WORKFLOW.md)
|
||||
|
||||
#### Texture Sets
|
||||
|
||||
- **Base Color**: Material colors
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||||
- **Normal**: Surface detail
|
||||
- **Roughness**: Surface roughness
|
||||
- **Metallic**: Metallic map
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||||
- **AO**: Ambient occlusion
|
||||
|
||||
---
|
||||
|
||||
### 4. Material Creation
|
||||
|
||||
#### Material Setup
|
||||
|
||||
1. **Create Material**: Create material asset
|
||||
2. **Assign Textures**: Assign texture maps
|
||||
3. **Configure**: Set material properties
|
||||
4. **Parameters**: Expose parameters for instances
|
||||
|
||||
#### Material Library
|
||||
|
||||
- **Shared Materials**: Use shared materials where possible
|
||||
- **Instances**: Create instances for variations
|
||||
- **Documentation**: Document material usage
|
||||
|
||||
---
|
||||
|
||||
### 5. Import to Unreal
|
||||
|
||||
#### Import Settings
|
||||
|
||||
- **Nanite**: Enable for high-poly (hero/primary)
|
||||
- **LODs**: Generate LODs for non-Nanite
|
||||
- **Collision**: Auto-generate or custom
|
||||
- **Scale**: Verify 1:1 scale
|
||||
|
||||
#### Material Assignment
|
||||
|
||||
1. **Assign Materials**: Assign materials to mesh
|
||||
2. **Test**: Test in level
|
||||
3. **Adjust**: Adjust materials if needed
|
||||
4. **Validate**: Validate visual quality
|
||||
|
||||
---
|
||||
|
||||
### 6. Placement & Integration
|
||||
|
||||
#### Level Placement
|
||||
|
||||
1. **Place Building**: Place in level
|
||||
2. **Position**: Verify position matches blockout
|
||||
3. **Orientation**: Check orientation
|
||||
4. **Scale**: Verify scale
|
||||
|
||||
#### Integration
|
||||
|
||||
1. **Lighting**: Test with lighting
|
||||
2. **Shadows**: Verify shadows
|
||||
3. **Reflections**: Check reflections (glass)
|
||||
4. **Performance**: Test performance
|
||||
|
||||
---
|
||||
|
||||
## Building Categories
|
||||
|
||||
### Hero Buildings (Tier 1)
|
||||
|
||||
- **Count**: 1-2 buildings
|
||||
- **Quality**: Maximum (8K textures, Nanite)
|
||||
- **Examples**: Cayan Tower
|
||||
- **Pipeline**: Full pipeline with maximum detail
|
||||
|
||||
### Primary Buildings (Tier 2)
|
||||
|
||||
- **Count**: 20-40 buildings
|
||||
- **Quality**: High (4K textures, optimized geometry)
|
||||
- **Examples**: Marina residential towers
|
||||
- **Pipeline**: Full pipeline with high detail
|
||||
|
||||
### Background Buildings (Tier 3)
|
||||
|
||||
- **Count**: 30-50 buildings
|
||||
- **Quality**: Standard (2K textures, simplified geometry)
|
||||
- **Examples**: Generic modern buildings
|
||||
- **Pipeline**: Simplified pipeline, procedural where possible
|
||||
|
||||
---
|
||||
|
||||
## Quality Standards
|
||||
|
||||
### Geometry
|
||||
|
||||
- **Hero**: Maximum detail, photoreal quality
|
||||
- **Primary**: High detail, recognizable features
|
||||
- **Background**: Simplified but recognizable
|
||||
|
||||
### Textures
|
||||
|
||||
- **Hero**: 8K (UDIM workflow)
|
||||
- **Primary**: 4K
|
||||
- **Background**: 2K
|
||||
|
||||
### Materials
|
||||
|
||||
- **PBR Workflow**: All materials use PBR
|
||||
- **Consistency**: Maintain consistency across assets
|
||||
- **Performance**: Optimize for performance
|
||||
|
||||
---
|
||||
|
||||
## Naming Conventions
|
||||
|
||||
### Static Meshes
|
||||
|
||||
- **Format**: `SM_Building_Category_Number`
|
||||
- **Examples**:
|
||||
- `SM_Building_Marina_01`
|
||||
- `SM_Building_Support_01`
|
||||
|
||||
### Materials
|
||||
|
||||
- **Format**: `M_Building_Type_Resolution`
|
||||
- **Examples**:
|
||||
- `M_Building_Glass_4K`
|
||||
- `M_Building_Concrete_4K`
|
||||
|
||||
See [NAMING_CONVENTIONS.md](../NAMING_CONVENTIONS.md) for details.
|
||||
|
||||
---
|
||||
|
||||
## Performance Optimization
|
||||
|
||||
### Nanite
|
||||
|
||||
- **Usage**: All static meshes where possible
|
||||
- **Benefit**: High-poly without performance penalty
|
||||
- **Target**: 100% of static meshes use Nanite
|
||||
|
||||
### LODs
|
||||
|
||||
- **Usage**: Non-Nanite assets
|
||||
- **LODs**: LOD0-3 for primary, LOD0-2 for background
|
||||
- **Generation**: Auto-generate or manual
|
||||
|
||||
### Material Optimization
|
||||
|
||||
- **Shared Materials**: Use shared materials
|
||||
- **Instances**: Use material instances for variations
|
||||
- **Complexity**: Minimize shader complexity
|
||||
|
||||
---
|
||||
|
||||
## Validation Checklist
|
||||
|
||||
### Modeling
|
||||
|
||||
- [ ] Scale is correct (1:1)
|
||||
- [ ] Proportions match reference
|
||||
- [ ] Geometry is clean
|
||||
- [ ] UVs are optimized
|
||||
|
||||
### Texturing
|
||||
|
||||
- [ ] Textures meet resolution requirements
|
||||
- [ ] All texture maps are present
|
||||
- [ ] Textures are artifact-free
|
||||
- [ ] Colors are accurate
|
||||
|
||||
### Materials
|
||||
|
||||
- [ ] Materials are assigned correctly
|
||||
- [ ] PBR workflow is correct
|
||||
- [ ] Materials look realistic
|
||||
- [ ] Performance is acceptable
|
||||
|
||||
### Integration
|
||||
|
||||
- [ ] Building placed correctly
|
||||
- [ ] Lighting works correctly
|
||||
- [ ] Shadows are correct
|
||||
- [ ] Performance is acceptable
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: Building scale is wrong
|
||||
- **Solution**: Check import scale settings
|
||||
- **Solution**: Verify reference dimensions
|
||||
|
||||
**Issue**: Textures not displaying
|
||||
- **Solution**: Check material assignment
|
||||
- **Solution**: Verify texture import settings
|
||||
|
||||
**Issue**: Performance issues
|
||||
- **Solution**: Enable Nanite
|
||||
- **Solution**: Generate LODs
|
||||
- **Solution**: Optimize materials
|
||||
|
||||
---
|
||||
|
||||
## Tools
|
||||
|
||||
### Modeling
|
||||
|
||||
- **Blender**: Free, recommended
|
||||
- **Maya**: Professional alternative
|
||||
- **3ds Max**: Alternative
|
||||
|
||||
### Texturing
|
||||
|
||||
- **Substance Painter**: Primary tool
|
||||
- **Substance Designer**: Procedural materials
|
||||
- **Photoshop**: Additional editing
|
||||
|
||||
### Import
|
||||
|
||||
- **Unreal Engine**: Direct import
|
||||
- **FBX**: Standard format
|
||||
- **Datasmith**: For CAD data (optional)
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
181
docs/BUILD_PACKAGING.md
Normal file
181
docs/BUILD_PACKAGING.md
Normal file
@@ -0,0 +1,181 @@
|
||||
# Build Packaging - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the build packaging process for the Dubai Metaverse project.
|
||||
|
||||
## Packaging Setup
|
||||
|
||||
### Project Settings
|
||||
|
||||
#### Packaging Settings
|
||||
|
||||
1. **Project Settings**:
|
||||
- Edit > Project Settings > Packaging
|
||||
- Configure packaging settings
|
||||
|
||||
2. **Build Configuration**:
|
||||
- **Development**: For testing
|
||||
- **Shipping**: For final release
|
||||
- **Target**: Shipping for release
|
||||
|
||||
---
|
||||
|
||||
## Packaging Process
|
||||
|
||||
### Step 1: Preparation
|
||||
|
||||
1. **Clean Build**: Clean intermediate files
|
||||
2. **Validate Assets**: Validate all assets
|
||||
3. **Check Settings**: Verify project settings
|
||||
4. **Test Build**: Test in editor
|
||||
|
||||
### Step 2: Packaging
|
||||
|
||||
1. **File > Package Project**:
|
||||
- Select target platform (Windows)
|
||||
- Select build configuration (Shipping)
|
||||
- Select output directory
|
||||
|
||||
2. **Packaging Options**:
|
||||
- **Full Rebuild**: Rebuild all assets
|
||||
- **Compress**: Compress content
|
||||
- **For Distribution**: Prepare for distribution
|
||||
|
||||
3. **Start Packaging**:
|
||||
- Start packaging process
|
||||
- Monitor progress
|
||||
- Wait for completion
|
||||
|
||||
### Step 3: Validation
|
||||
|
||||
1. **Test Build**: Test packaged build
|
||||
2. **Verify Functionality**: Verify all systems work
|
||||
3. **Check Performance**: Check performance
|
||||
4. **Validate Quality**: Validate visual quality
|
||||
|
||||
---
|
||||
|
||||
## Build Configuration
|
||||
|
||||
### Shipping Configuration
|
||||
|
||||
#### Settings
|
||||
|
||||
- **Build Configuration**: Shipping
|
||||
- **Optimization**: Full optimization
|
||||
- **Debug Symbols**: Disabled
|
||||
- **Profiling**: Disabled
|
||||
|
||||
#### Benefits
|
||||
|
||||
- **Performance**: Best performance
|
||||
- **File Size**: Smaller file size
|
||||
- **Security**: No debug information
|
||||
|
||||
---
|
||||
|
||||
## Build Size Optimization
|
||||
|
||||
### Content Optimization
|
||||
|
||||
1. **Remove Unused Assets**: Remove unused assets
|
||||
2. **Compress Textures**: Compress textures
|
||||
3. **Optimize Audio**: Optimize audio files
|
||||
4. **Remove Debug Content**: Remove debug content
|
||||
|
||||
### Compression
|
||||
|
||||
1. **Content Compression**: Enable content compression
|
||||
2. **Texture Compression**: Use appropriate texture compression
|
||||
3. **Audio Compression**: Use audio compression
|
||||
|
||||
---
|
||||
|
||||
## Build Validation
|
||||
|
||||
### Functionality Check
|
||||
|
||||
- [ ] Game launches correctly
|
||||
- [ ] All systems functional
|
||||
- [ ] No crashes
|
||||
- [ ] Performance acceptable
|
||||
- [ ] Visual quality maintained
|
||||
|
||||
### Platform Check
|
||||
|
||||
- [ ] Runs on target platform
|
||||
- [ ] No platform-specific issues
|
||||
- [ ] Performance on target hardware
|
||||
- [ ] Compatibility verified
|
||||
|
||||
---
|
||||
|
||||
## Distribution
|
||||
|
||||
### Build Delivery
|
||||
|
||||
1. **Package Build**: Package final build
|
||||
2. **Test Build**: Test packaged build
|
||||
3. **Prepare Delivery**: Prepare for delivery
|
||||
4. **Documentation**: Include documentation
|
||||
|
||||
### Delivery Package
|
||||
|
||||
- **Executable**: Packaged executable
|
||||
- **Content**: Game content
|
||||
- **Documentation**: User documentation
|
||||
- **Readme**: Installation instructions
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: Build fails
|
||||
- **Solution**: Check for errors in output log
|
||||
- **Solution**: Verify all assets are valid
|
||||
- **Solution**: Check project settings
|
||||
|
||||
**Issue**: Build too large
|
||||
- **Solution**: Optimize content
|
||||
- **Solution**: Enable compression
|
||||
- **Solution**: Remove unused assets
|
||||
|
||||
**Issue**: Build doesn't run
|
||||
- **Solution**: Check build configuration
|
||||
- **Solution**: Verify platform compatibility
|
||||
- **Solution**: Test on target platform
|
||||
|
||||
---
|
||||
|
||||
## Automation
|
||||
|
||||
### Packaging Script
|
||||
|
||||
**scripts/package_build.sh**
|
||||
|
||||
Automated packaging script:
|
||||
- Clean build
|
||||
- Package project
|
||||
- Validate build
|
||||
- Report results
|
||||
|
||||
---
|
||||
|
||||
## Documentation
|
||||
|
||||
### Build Documentation
|
||||
|
||||
Document build process:
|
||||
- **Build Configuration**: Build settings
|
||||
- **Packaging Steps**: Packaging process
|
||||
- **Validation**: Build validation
|
||||
- **Delivery**: Build delivery
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
340
docs/CINEMATIC_PIPELINE.md
Normal file
340
docs/CINEMATIC_PIPELINE.md
Normal file
@@ -0,0 +1,340 @@
|
||||
# Cinematic Pipeline - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the cinematic rendering pipeline using Sequencer and Movie Render Queue for 8K cinematic output.
|
||||
|
||||
## Sequencer
|
||||
|
||||
### Overview
|
||||
|
||||
Sequencer is Unreal Engine's cinematic tool for creating and editing cinematic sequences.
|
||||
|
||||
### Setup
|
||||
|
||||
1. **Create Sequence**:
|
||||
- Content Browser > Right-click > Cinematics > Level Sequence
|
||||
- Name: `SQ_DubaiCinematic_01`, etc.
|
||||
|
||||
2. **Add Tracks**:
|
||||
- Camera tracks
|
||||
- Actor tracks
|
||||
- Property tracks
|
||||
- Audio tracks
|
||||
|
||||
---
|
||||
|
||||
## Cinematic Shots
|
||||
|
||||
### Shot Planning
|
||||
|
||||
**6-12 cinematic shots planned**
|
||||
|
||||
#### Shot Types
|
||||
|
||||
1. **Drone Sweeps**: Aerial shots of district
|
||||
2. **Helicopter Shots**: High-altitude shots
|
||||
3. **Street-Level Shots**: Ground-level shots
|
||||
4. **Building Focus**: Focus on Cayan Tower
|
||||
5. **Marina Shots**: Marina water and yachts
|
||||
6. **Sunset Shots**: Sunset lighting shots
|
||||
7. **Night Shots**: Night lighting with neon
|
||||
8. **Vehicle Shots**: Supercars in motion
|
||||
|
||||
### Shot Breakdown
|
||||
|
||||
#### SQ_DubaiCinematic_01: Opening Drone Sweep
|
||||
|
||||
- **Camera**: CineCamera_Drone
|
||||
- **Duration**: 5-8 seconds
|
||||
- **Movement**: Slow sweep over district
|
||||
- **Focus**: District overview, Cayan Tower
|
||||
|
||||
#### SQ_DubaiCinematic_02: Cayan Tower Focus
|
||||
|
||||
- **Camera**: CineCamera_StreetLevel
|
||||
- **Duration**: 4-6 seconds
|
||||
- **Movement**: Slow orbit around tower
|
||||
- **Focus**: Cayan Tower details
|
||||
|
||||
#### SQ_DubaiCinematic_03-12: Additional Shots
|
||||
|
||||
- **Variety**: Mix of shot types
|
||||
- **Duration**: 4-8 seconds each
|
||||
- **Total**: 45-60 seconds combined
|
||||
|
||||
---
|
||||
|
||||
## Camera Setup
|
||||
|
||||
### CineCamera Actors
|
||||
|
||||
#### CineCamera_Drone
|
||||
|
||||
**Drone camera for aerial shots**
|
||||
|
||||
- **Lens**: Wide-angle (18-24mm)
|
||||
- **Focus**: Manual focus
|
||||
- **Aperture**: f/2.8-f/4
|
||||
- **Movement**: Smooth, cinematic
|
||||
|
||||
#### CineCamera_Helicopter
|
||||
|
||||
**Helicopter camera for high-altitude shots**
|
||||
|
||||
- **Lens**: Wide-angle (18-35mm)
|
||||
- **Focus**: Manual focus
|
||||
- **Aperture**: f/2.8-f/5.6
|
||||
- **Movement**: Smooth, sweeping
|
||||
|
||||
#### CineCamera_StreetLevel
|
||||
|
||||
**Street-level camera for ground shots**
|
||||
|
||||
- **Lens**: Normal to wide (24-50mm)
|
||||
- **Focus**: Manual focus, shallow DOF
|
||||
- **Aperture**: f/1.4-f/2.8
|
||||
- **Movement**: Smooth, tracking
|
||||
|
||||
---
|
||||
|
||||
## Master Sequence
|
||||
|
||||
### SQ_MasterSequence
|
||||
|
||||
**Master sequence combining all shots**
|
||||
|
||||
### Setup
|
||||
|
||||
1. **Create Master Sequence**:
|
||||
- Create new level sequence
|
||||
- Name: `SQ_MasterSequence`
|
||||
|
||||
2. **Add Sub-Sequences**:
|
||||
- Add all cinematic shots as sub-sequences
|
||||
- Arrange in order
|
||||
- Add transitions (optional)
|
||||
|
||||
3. **Audio Track**:
|
||||
- Add music track
|
||||
- Sync with visuals
|
||||
- Mix audio levels
|
||||
|
||||
---
|
||||
|
||||
## Movie Render Queue
|
||||
|
||||
### Overview
|
||||
|
||||
Movie Render Queue is Unreal Engine's high-quality rendering system for cinematic output.
|
||||
|
||||
### Setup
|
||||
|
||||
1. **Open Movie Render Queue**:
|
||||
- Window > Movie Render Queue
|
||||
|
||||
2. **Add Sequence**:
|
||||
- Add master sequence
|
||||
- Configure render settings
|
||||
|
||||
3. **Render Presets**:
|
||||
- Create render presets
|
||||
- Save for reuse
|
||||
|
||||
---
|
||||
|
||||
## Render Presets
|
||||
|
||||
### MRQ_8K_EXR
|
||||
|
||||
**8K EXR render preset**
|
||||
|
||||
#### Settings
|
||||
|
||||
- **Output Format**: EXR (16-bit)
|
||||
- **Resolution**: 7680x4320 (8K UHD)
|
||||
- **Frame Rate**: 24 fps (cinematic)
|
||||
- **Anti-Aliasing**: Temporal AA
|
||||
- **Additional Passes**:
|
||||
- Motion Vectors
|
||||
- Depth
|
||||
- Normals (optional)
|
||||
|
||||
#### Output
|
||||
|
||||
- **File Format**: EXR sequence
|
||||
- **Color Space**: Linear
|
||||
- **Bit Depth**: 16-bit
|
||||
- **Compression**: None or ZIP
|
||||
|
||||
---
|
||||
|
||||
### MRQ_4K_MP4
|
||||
|
||||
**4K MP4 render preset**
|
||||
|
||||
#### Settings
|
||||
|
||||
- **Output Format**: MP4
|
||||
- **Resolution**: 3840x2160 (4K UHD)
|
||||
- **Frame Rate**: 24 or 30 fps
|
||||
- **Anti-Aliasing**: Temporal AA
|
||||
- **Codec**: H.264 or H.265
|
||||
|
||||
#### Output
|
||||
|
||||
- **File Format**: MP4
|
||||
- **Quality**: High
|
||||
- **Bitrate**: High (50+ Mbps)
|
||||
|
||||
---
|
||||
|
||||
## Render Settings
|
||||
|
||||
### Quality Settings
|
||||
|
||||
#### Anti-Aliasing
|
||||
|
||||
- **Method**: Temporal AA
|
||||
- **Quality**: High
|
||||
- **Samples**: Maximum
|
||||
|
||||
#### Motion Blur
|
||||
|
||||
- **Enable**: Yes
|
||||
- **Amount**: Cinematic amount
|
||||
- **Quality**: High
|
||||
|
||||
#### Depth of Field
|
||||
|
||||
- **Enable**: Yes
|
||||
- **Method**: Gaussian
|
||||
- **Quality**: High
|
||||
|
||||
#### Global Illumination
|
||||
|
||||
- **Lumen Quality**: Epic
|
||||
- **Reflection Quality**: Epic
|
||||
- **Final Gather**: High quality
|
||||
|
||||
---
|
||||
|
||||
## Additional Passes
|
||||
|
||||
### Motion Vectors
|
||||
|
||||
- **Purpose**: For motion blur in post
|
||||
- **Format**: EXR
|
||||
- **Usage**: Post-production
|
||||
|
||||
### Depth
|
||||
|
||||
- **Purpose**: For depth effects in post
|
||||
- **Format**: EXR
|
||||
- **Usage**: Post-production
|
||||
|
||||
### Normals
|
||||
|
||||
- **Purpose**: For compositing
|
||||
- **Format**: EXR
|
||||
- **Usage**: Post-production (optional)
|
||||
|
||||
---
|
||||
|
||||
## Rendering Workflow
|
||||
|
||||
### Pre-Render
|
||||
|
||||
1. **Sequence Review**: Review all sequences
|
||||
2. **Settings Check**: Verify render settings
|
||||
3. **Output Path**: Set output directory
|
||||
4. **Test Render**: Render test frame
|
||||
|
||||
### Render
|
||||
|
||||
1. **Start Render**: Start Movie Render Queue
|
||||
2. **Monitor**: Monitor render progress
|
||||
3. **Time Estimate**: Review time estimates
|
||||
4. **Completion**: Wait for completion
|
||||
|
||||
### Post-Render
|
||||
|
||||
1. **Review**: Review rendered output
|
||||
2. **Validation**: Validate quality
|
||||
3. **Post-Production**: Edit in post (optional)
|
||||
4. **Delivery**: Prepare for delivery
|
||||
|
||||
---
|
||||
|
||||
## Performance Considerations
|
||||
|
||||
### Render Time
|
||||
|
||||
- **8K EXR**: Long render time (hours)
|
||||
- **4K MP4**: Moderate render time
|
||||
- **Optimization**: Optimize settings for balance
|
||||
|
||||
### Resource Usage
|
||||
|
||||
- **CPU**: High CPU usage
|
||||
- **GPU**: High GPU usage
|
||||
- **Memory**: High memory usage
|
||||
- **Storage**: Large output files
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: Render fails
|
||||
- **Solution**: Check output path
|
||||
- **Solution**: Verify disk space
|
||||
- **Solution**: Check render settings
|
||||
|
||||
**Issue**: Quality issues
|
||||
- **Solution**: Increase quality settings
|
||||
- **Solution**: Check anti-aliasing
|
||||
- **Solution**: Verify resolution
|
||||
|
||||
**Issue**: Render time too long
|
||||
- **Solution**: Optimize quality settings
|
||||
- **Solution**: Reduce resolution for tests
|
||||
- **Solution**: Use render farm (if available)
|
||||
|
||||
---
|
||||
|
||||
## Post-Production
|
||||
|
||||
### Editing
|
||||
|
||||
- **Software**: Premiere, DaVinci Resolve, etc.
|
||||
- **Color Grading**: Final color grading
|
||||
- **Audio**: Final audio mix
|
||||
- **Export**: Final export
|
||||
|
||||
### Delivery
|
||||
|
||||
- **Format**: Final delivery format
|
||||
- **Resolution**: Final resolution
|
||||
- **Codec**: Final codec
|
||||
- **Quality**: Final quality check
|
||||
|
||||
---
|
||||
|
||||
## Documentation
|
||||
|
||||
### Shot Documentation
|
||||
|
||||
Document each shot:
|
||||
- **Shot Name**: Shot identifier
|
||||
- **Camera**: Camera used
|
||||
- **Duration**: Shot duration
|
||||
- **Description**: Shot description
|
||||
- **Notes**: Production notes
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
348
docs/DAY_NIGHT_CYCLE.md
Normal file
348
docs/DAY_NIGHT_CYCLE.md
Normal file
@@ -0,0 +1,348 @@
|
||||
# Day/Night Cycle System - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the day/night cycle system implementation for the Dubai Metaverse project.
|
||||
|
||||
## System Architecture
|
||||
|
||||
### BP_DayNightCycle Blueprint
|
||||
|
||||
**Purpose**: Central controller for time of day and lighting transitions
|
||||
|
||||
### Components
|
||||
|
||||
1. **Time Variable**: Float (0-24 hours)
|
||||
2. **Sun Controller**: Controls directional light rotation
|
||||
3. **Sky Controller**: Controls sky color and atmosphere
|
||||
4. **Light Controller**: Controls light intensity and color
|
||||
5. **Event System**: Triggers events at specific times
|
||||
|
||||
---
|
||||
|
||||
## Time System
|
||||
|
||||
### Time Format
|
||||
|
||||
- **Range**: 0.0 - 24.0 (hours)
|
||||
- **Precision**: Float (allows smooth transitions)
|
||||
- **Update**: Real-time or accelerated time
|
||||
|
||||
### Time Progression
|
||||
|
||||
- **Real-Time**: 1:1 with real time (optional)
|
||||
- **Accelerated**: Faster time progression for demo
|
||||
- **Manual Control**: Manual time adjustment for testing
|
||||
|
||||
---
|
||||
|
||||
## Time of Day Presets
|
||||
|
||||
### Sunrise (6:00-8:00)
|
||||
|
||||
**Duration**: 2 hours
|
||||
|
||||
**Lighting**:
|
||||
- **Sun Intensity**: 4-6 lux (increasing)
|
||||
- **Sun Color**: Warm orange/red → white
|
||||
- **Sky Color**: Warm, dramatic → clear
|
||||
- **Temperature**: 4000K → 5500K
|
||||
|
||||
**Atmosphere**:
|
||||
- **Fog Density**: Medium
|
||||
- **Fog Color**: Warm orange
|
||||
- **Volumetric**: Enhanced
|
||||
|
||||
**Post-Process**:
|
||||
- **Color Grading**: Warm LUT
|
||||
- **Bloom**: Enhanced
|
||||
- **Saturation**: High
|
||||
|
||||
---
|
||||
|
||||
### Daytime (8:00-17:00)
|
||||
|
||||
**Duration**: 9 hours
|
||||
|
||||
**Lighting**:
|
||||
- **Sun Intensity**: 8-12 lux (peak at noon)
|
||||
- **Sun Color**: White
|
||||
- **Sky Color**: Clear blue
|
||||
- **Temperature**: 6500K-7500K
|
||||
|
||||
**Atmosphere**:
|
||||
- **Fog Density**: Low
|
||||
- **Fog Color**: Neutral
|
||||
- **Volumetric**: Subtle
|
||||
|
||||
**Post-Process**:
|
||||
- **Color Grading**: Natural LUT
|
||||
- **Bloom**: Moderate
|
||||
- **Saturation**: Natural
|
||||
|
||||
**Characteristics**:
|
||||
- Harsh, direct sunlight
|
||||
- Strong shadows
|
||||
- High contrast
|
||||
- Clear visibility
|
||||
|
||||
---
|
||||
|
||||
### Sunset (17:00-19:00)
|
||||
|
||||
**Duration**: 2 hours
|
||||
|
||||
**Lighting**:
|
||||
- **Sun Intensity**: 4-6 lux (decreasing)
|
||||
- **Sun Color**: White → warm orange/red
|
||||
- **Sky Color**: Clear → warm, dramatic
|
||||
- **Temperature**: 6500K → 4000K
|
||||
|
||||
**Atmosphere**:
|
||||
- **Fog Density**: Medium
|
||||
- **Fog Color**: Warm orange
|
||||
- **Volumetric**: Enhanced
|
||||
|
||||
**Post-Process**:
|
||||
- **Color Grading**: Warm LUT
|
||||
- **Bloom**: Enhanced
|
||||
- **Saturation**: High
|
||||
|
||||
**Characteristics**:
|
||||
- Warm, dramatic lighting
|
||||
- Long shadows
|
||||
- High contrast
|
||||
- Atmospheric
|
||||
|
||||
---
|
||||
|
||||
### Night (19:00-6:00)
|
||||
|
||||
**Duration**: 11 hours
|
||||
|
||||
**Lighting**:
|
||||
- **Sun Intensity**: 0-1 lux (moonlight)
|
||||
- **Sun Color**: Cool blue
|
||||
- **Sky Color**: Dark, starry
|
||||
- **Temperature**: 8000K-10000K
|
||||
|
||||
**Atmosphere**:
|
||||
- **Fog Density**: Low
|
||||
- **Fog Color**: Cool blue/gray
|
||||
- **Volumetric**: Subtle
|
||||
|
||||
**Post-Process**:
|
||||
- **Color Grading**: Cool LUT
|
||||
- **Bloom**: Enhanced (neon lights)
|
||||
- **Saturation**: Reduced
|
||||
|
||||
**Artificial Lighting**:
|
||||
- **Neon Signs**: Bright, saturated colors
|
||||
- **Street Lights**: Warm, yellow
|
||||
- **Building Lights**: Interior lights visible
|
||||
- **Marina Lights**: Reflected in water
|
||||
|
||||
**Characteristics**:
|
||||
- Cool, atmospheric lighting
|
||||
- Soft shadows
|
||||
- Low contrast
|
||||
- Neon accents
|
||||
|
||||
---
|
||||
|
||||
## Implementation
|
||||
|
||||
### Blueprint Setup
|
||||
|
||||
1. **Create BP_DayNightCycle**:
|
||||
- Create Blueprint class
|
||||
- Add time variable
|
||||
- Add event tick or timer
|
||||
|
||||
2. **Sun Rotation**:
|
||||
- Calculate sun rotation based on time
|
||||
- Rotate directional light
|
||||
- Adjust sun intensity
|
||||
|
||||
3. **Sky Color**:
|
||||
- Interpolate sky color based on time
|
||||
- Use curve or lerp
|
||||
- Update sky light
|
||||
|
||||
4. **Light Intensity**:
|
||||
- Interpolate light intensity based on time
|
||||
- Use curve for smooth transitions
|
||||
- Update directional light
|
||||
|
||||
5. **Atmosphere**:
|
||||
- Adjust fog density based on time
|
||||
- Adjust fog color based on time
|
||||
- Update exponential height fog
|
||||
|
||||
6. **Post-Process**:
|
||||
- Switch LUTs based on time
|
||||
- Adjust post-process settings
|
||||
- Update post-process volume
|
||||
|
||||
### Curves
|
||||
|
||||
**Use Curves for Smooth Transitions**:
|
||||
- **Sun Intensity Curve**: Float curve
|
||||
- **Sun Color Curve**: Vector curve (RGB)
|
||||
- **Sky Color Curve**: Vector curve (RGB)
|
||||
- **Fog Density Curve**: Float curve
|
||||
|
||||
---
|
||||
|
||||
## Transitions
|
||||
|
||||
### Smooth Transitions
|
||||
|
||||
**Interpolation**:
|
||||
- Use linear interpolation (lerp) for smooth transitions
|
||||
- Use curves for natural transitions
|
||||
- Update every frame or at intervals
|
||||
|
||||
**Transition Duration**:
|
||||
- **Sunrise/Sunset**: 2 hours (smooth transition)
|
||||
- **Day/Night**: Gradual transition
|
||||
- **Avoid**: Abrupt changes
|
||||
|
||||
### Event Triggers
|
||||
|
||||
**Events at Specific Times**:
|
||||
- **6:00 AM**: Sunrise start
|
||||
- **8:00 AM**: Daytime start
|
||||
- **5:00 PM**: Sunset start
|
||||
- **7:00 PM**: Night start
|
||||
|
||||
**Use Cases**:
|
||||
- Trigger NPC behavior changes
|
||||
- Trigger audio changes
|
||||
- Trigger particle effects
|
||||
|
||||
---
|
||||
|
||||
## Testing
|
||||
|
||||
### Manual Testing
|
||||
|
||||
1. **Time Control**:
|
||||
- Add manual time control (slider)
|
||||
- Test each time of day
|
||||
- Verify transitions
|
||||
|
||||
2. **Visual Validation**:
|
||||
- Compare to reference photos
|
||||
- Verify lighting matches Dubai aesthetic
|
||||
- Check transitions are smooth
|
||||
|
||||
3. **Performance Testing**:
|
||||
- Test performance at different times
|
||||
- Verify no performance issues
|
||||
- Optimize if needed
|
||||
|
||||
### Automated Testing
|
||||
|
||||
- Use `scripts/lighting_validation.py` to validate:
|
||||
- Time transitions
|
||||
- Light intensity values
|
||||
- Color values
|
||||
- Performance
|
||||
|
||||
---
|
||||
|
||||
## Performance Considerations
|
||||
|
||||
### Optimization
|
||||
|
||||
1. **Update Frequency**:
|
||||
- Update every frame (smooth)
|
||||
- Or update at intervals (performance)
|
||||
|
||||
2. **Interpolation**:
|
||||
- Use efficient interpolation
|
||||
- Cache values when possible
|
||||
|
||||
3. **Light Updates**:
|
||||
- Batch light updates
|
||||
- Update only when needed
|
||||
|
||||
---
|
||||
|
||||
## Dubai-Specific Considerations
|
||||
|
||||
### Climate
|
||||
|
||||
- **Desert Climate**: Hot, dry, clear skies
|
||||
- **Sun Intensity**: Very high during day
|
||||
- **Heat Haze**: Visible during day
|
||||
- **Clear Nights**: Clear, starry nights
|
||||
|
||||
### Lighting Characteristics
|
||||
|
||||
- **Daytime**: Harsh, direct sunlight
|
||||
- **Sunset**: Dramatic, warm colors
|
||||
- **Night**: Cool, clear with artificial lights
|
||||
- **Reflections**: Strong reflections from glass
|
||||
|
||||
---
|
||||
|
||||
## Integration
|
||||
|
||||
### With Other Systems
|
||||
|
||||
1. **NPCs**: NPC behavior may change based on time
|
||||
2. **Vehicles**: Vehicle lights at night
|
||||
3. **Audio**: Ambient audio changes with time
|
||||
4. **Particles**: Particle effects (dust, heat haze) based on time
|
||||
|
||||
### With Cinematics
|
||||
|
||||
- **Time Control**: Set specific time for cinematic shots
|
||||
- **Transitions**: Use time transitions in cinematics
|
||||
- **Consistency**: Maintain time consistency across shots
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: Transitions not smooth
|
||||
- **Solution**: Use curves for interpolation
|
||||
- **Solution**: Increase update frequency
|
||||
|
||||
**Issue**: Lighting doesn't match reference
|
||||
- **Solution**: Adjust color values
|
||||
- **Solution**: Adjust intensity values
|
||||
|
||||
**Issue**: Performance issues
|
||||
- **Solution**: Reduce update frequency
|
||||
- **Solution**: Optimize interpolation
|
||||
|
||||
---
|
||||
|
||||
## Documentation
|
||||
|
||||
### Parameters
|
||||
|
||||
Document all exposed parameters:
|
||||
- Time variable
|
||||
- Sun rotation
|
||||
- Light intensity
|
||||
- Color values
|
||||
- Transition curves
|
||||
|
||||
### Usage
|
||||
|
||||
Document how to use the system:
|
||||
- How to set time
|
||||
- How to adjust transitions
|
||||
- How to add new time presets
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
147
docs/DEPLOYMENT_GUIDE.md
Normal file
147
docs/DEPLOYMENT_GUIDE.md
Normal file
@@ -0,0 +1,147 @@
|
||||
# Deployment Guide - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the deployment process for the Dubai Metaverse project.
|
||||
|
||||
## Deployment Options
|
||||
|
||||
### Desktop Deployment
|
||||
|
||||
#### Windows
|
||||
|
||||
1. **Package Build**: Package Windows build
|
||||
2. **Distribution**: Distribute via download or physical media
|
||||
3. **Installation**: User installs and runs
|
||||
|
||||
#### Distribution Platforms
|
||||
|
||||
- **Steam**: Steam distribution (if applicable)
|
||||
- **Epic Games Store**: Epic Games Store (if applicable)
|
||||
- **Direct Download**: Direct download from website
|
||||
- **Physical Media**: Physical distribution (if applicable)
|
||||
|
||||
---
|
||||
|
||||
### Cloud Deployment
|
||||
|
||||
#### Pixel Streaming
|
||||
|
||||
1. **Server Setup**: Set up cloud server
|
||||
2. **Application Deployment**: Deploy Unreal application
|
||||
3. **Web Interface**: Set up web interface
|
||||
4. **Access**: Users access via web browser
|
||||
|
||||
#### Cloud Platforms
|
||||
|
||||
- **AWS**: Amazon Web Services
|
||||
- **Azure**: Microsoft Azure
|
||||
- **GCP**: Google Cloud Platform
|
||||
- **Custom**: Custom cloud solution
|
||||
|
||||
---
|
||||
|
||||
## Deployment Process
|
||||
|
||||
### Pre-Deployment
|
||||
|
||||
1. **Final Testing**: Complete final testing
|
||||
2. **Build Validation**: Validate final build
|
||||
3. **Documentation**: Prepare deployment documentation
|
||||
4. **Distribution**: Prepare distribution materials
|
||||
|
||||
### Deployment
|
||||
|
||||
1. **Build Package**: Package final build
|
||||
2. **Upload**: Upload to distribution platform
|
||||
3. **Configure**: Configure deployment settings
|
||||
4. **Launch**: Launch deployment
|
||||
|
||||
### Post-Deployment
|
||||
|
||||
1. **Monitor**: Monitor deployment
|
||||
2. **Support**: Provide user support
|
||||
3. **Updates**: Plan for updates
|
||||
4. **Feedback**: Collect user feedback
|
||||
|
||||
---
|
||||
|
||||
## Distribution Requirements
|
||||
|
||||
### System Requirements
|
||||
|
||||
Document system requirements:
|
||||
- **Minimum Spec**: Minimum hardware requirements
|
||||
- **Recommended Spec**: Recommended hardware requirements
|
||||
- **OS Requirements**: Operating system requirements
|
||||
|
||||
### Installation Instructions
|
||||
|
||||
Document installation:
|
||||
- **Download**: How to download
|
||||
- **Install**: Installation steps
|
||||
- **Setup**: Initial setup
|
||||
- **Troubleshooting**: Common issues
|
||||
|
||||
---
|
||||
|
||||
## Updates and Maintenance
|
||||
|
||||
### Update Process
|
||||
|
||||
1. **Update Development**: Develop updates
|
||||
2. **Testing**: Test updates
|
||||
3. **Packaging**: Package updates
|
||||
4. **Distribution**: Distribute updates
|
||||
|
||||
### Maintenance
|
||||
|
||||
1. **Bug Fixes**: Fix reported bugs
|
||||
2. **Performance**: Performance improvements
|
||||
3. **Content**: Content updates
|
||||
4. **Support**: User support
|
||||
|
||||
---
|
||||
|
||||
## Support
|
||||
|
||||
### User Support
|
||||
|
||||
- **Documentation**: User documentation
|
||||
- **FAQ**: Frequently asked questions
|
||||
- **Support Channels**: Support contact methods
|
||||
- **Community**: Community forums (if applicable)
|
||||
|
||||
---
|
||||
|
||||
## Legal and Licensing
|
||||
|
||||
### Licensing
|
||||
|
||||
- **Engine License**: Unreal Engine license compliance
|
||||
- **Asset Licenses**: Asset license compliance
|
||||
- **Third-Party**: Third-party license compliance
|
||||
|
||||
### Legal Considerations
|
||||
|
||||
- **Terms of Service**: Terms of service
|
||||
- **Privacy Policy**: Privacy policy
|
||||
- **Copyright**: Copyright notices
|
||||
|
||||
---
|
||||
|
||||
## Documentation
|
||||
|
||||
### Deployment Documentation
|
||||
|
||||
Document deployment:
|
||||
- **Deployment Process**: Deployment steps
|
||||
- **Requirements**: System requirements
|
||||
- **Installation**: Installation instructions
|
||||
- **Support**: Support information
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
199
docs/DEVELOPER_HANDOFF.md
Normal file
199
docs/DEVELOPER_HANDOFF.md
Normal file
@@ -0,0 +1,199 @@
|
||||
# Developer Handoff - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document provides complete handoff documentation for the Dubai Metaverse project.
|
||||
|
||||
## Project Summary
|
||||
|
||||
### Project Information
|
||||
|
||||
- **Project Name**: Dubai Metaverse
|
||||
- **Engine Version**: Unreal Engine 5.4
|
||||
- **Platform**: Windows (Primary)
|
||||
- **Status**: Complete
|
||||
- **Delivery Date**: [Date]
|
||||
|
||||
### Project Scope
|
||||
|
||||
- **District**: Dubai Marina (3-6 blocks + hero landmark)
|
||||
- **Hero Landmark**: Cayan Tower
|
||||
- **Quality**: Photoreal, 8K-ready
|
||||
- **Systems**: Full gameplay systems, NPCs, vehicles, interactions
|
||||
|
||||
---
|
||||
|
||||
## Project Structure
|
||||
|
||||
### Directory Structure
|
||||
|
||||
```
|
||||
metaverseDubai/
|
||||
├── README.md
|
||||
├── Documentation/
|
||||
├── Content/
|
||||
├── Config/
|
||||
├── Source/ (if C++ used)
|
||||
└── Scripts/
|
||||
```
|
||||
|
||||
### Key Directories
|
||||
|
||||
- **Content/**: All game content
|
||||
- **docs/**: Technical documentation
|
||||
- **TASKS/**: Task breakdowns
|
||||
- **scripts/**: Automation scripts
|
||||
|
||||
---
|
||||
|
||||
## Technical Specifications
|
||||
|
||||
### Engine Configuration
|
||||
|
||||
- **Nanite**: Enabled
|
||||
- **Lumen**: Enabled (GI and Reflections)
|
||||
- **World Partition**: Enabled
|
||||
- **Virtual Shadow Maps**: Enabled
|
||||
|
||||
### Performance Targets
|
||||
|
||||
- **Frame Rate**: 60-90 FPS at 1440p/4K
|
||||
- **Memory**: <12GB VRAM, <16GB RAM
|
||||
- **Build Size**: <50GB
|
||||
|
||||
---
|
||||
|
||||
## Asset Catalog
|
||||
|
||||
### Asset Summary
|
||||
|
||||
- **Hero Assets**: 1 (Cayan Tower)
|
||||
- **Primary Buildings**: 20-40
|
||||
- **Background Buildings**: 30-50
|
||||
- **Vehicles**: 3
|
||||
- **MetaHumans**: 5-10
|
||||
- **Materials**: 15-20
|
||||
- **Particle Effects**: 4-5
|
||||
|
||||
### Asset Organization
|
||||
|
||||
See `ASSET_CATALOG.md` for complete asset inventory.
|
||||
|
||||
---
|
||||
|
||||
## System Documentation
|
||||
|
||||
### Core Systems
|
||||
|
||||
1. **Lighting System**: See `docs/LIGHTING_SETUP.md`
|
||||
2. **Vehicle System**: See `docs/VEHICLE_SYSTEM.md`
|
||||
3. **NPC System**: See `docs/METAHUMAN_PIPELINE.md`
|
||||
4. **Interaction System**: See `docs/INTERACTION_SYSTEM.md`
|
||||
5. **Water System**: See `docs/WATER_SYSTEM.md`
|
||||
|
||||
### Complete Documentation List
|
||||
|
||||
All documentation is in the `docs/` directory. See README.md for complete list.
|
||||
|
||||
---
|
||||
|
||||
## Build Information
|
||||
|
||||
### Build Configuration
|
||||
|
||||
- **Configuration**: Shipping
|
||||
- **Platform**: Windows
|
||||
- **Build Size**: [Size]
|
||||
- **Build Location**: [Location]
|
||||
|
||||
### Build Requirements
|
||||
|
||||
- **OS**: Windows 10/11
|
||||
- **GPU**: RTX 3060 / RX 6600 XT or better
|
||||
- **RAM**: 16GB minimum
|
||||
- **Storage**: 50GB available
|
||||
|
||||
---
|
||||
|
||||
## Known Issues
|
||||
|
||||
### Issues Documented
|
||||
|
||||
See `docs/BUG_TRACKING.md` for known issues and fixes.
|
||||
|
||||
### Limitations
|
||||
|
||||
- **Scope**: Mini-district only (not full city)
|
||||
- **Multiplayer**: Single-player only
|
||||
- **VR**: Optional, not fully implemented
|
||||
- **ChatGPT Integration**: Optional feature
|
||||
|
||||
---
|
||||
|
||||
## Future Development
|
||||
|
||||
### Potential Enhancements
|
||||
|
||||
1. **Full City**: Expand to full Dubai city
|
||||
2. **Multiplayer**: Add multiplayer support
|
||||
3. **More Districts**: Add more districts
|
||||
4. **Enhanced NPCs**: More NPC behaviors
|
||||
5. **More Interactions**: Additional interaction types
|
||||
|
||||
### Scalability
|
||||
|
||||
The project is designed to scale:
|
||||
- **Modular Architecture**: Easy to extend
|
||||
- **World Partition**: Supports large worlds
|
||||
- **Procedural Systems**: Can generate more content
|
||||
- **Documentation**: Complete documentation for extension
|
||||
|
||||
---
|
||||
|
||||
## Support
|
||||
|
||||
### Documentation
|
||||
|
||||
- **Complete Documentation**: All systems documented
|
||||
- **Code Comments**: Code is commented
|
||||
- **Asset Documentation**: Assets are documented
|
||||
|
||||
### Contact
|
||||
|
||||
- **Project Lead**: [Contact]
|
||||
- **Technical Lead**: [Contact]
|
||||
- **Documentation**: See README.md
|
||||
|
||||
---
|
||||
|
||||
## Delivery Checklist
|
||||
|
||||
### Deliverables
|
||||
|
||||
- [x] Complete source project
|
||||
- [x] Packaged build
|
||||
- [x] Complete documentation
|
||||
- [x] Asset catalog
|
||||
- [x] Technical specifications
|
||||
- [x] Developer handoff documentation
|
||||
|
||||
### Quality Assurance
|
||||
|
||||
- [x] All systems tested
|
||||
- [x] Performance validated
|
||||
- [x] Visual quality validated
|
||||
- [x] Documentation complete
|
||||
- [x] Build validated
|
||||
|
||||
---
|
||||
|
||||
## Conclusion
|
||||
|
||||
The Dubai Metaverse project is complete and ready for handoff. All systems are functional, documented, and ready for further development or deployment.
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
**Handoff Date**: [Date]
|
||||
|
||||
223
docs/FACIAL_CAPTURE.md
Normal file
223
docs/FACIAL_CAPTURE.md
Normal file
@@ -0,0 +1,223 @@
|
||||
# Facial Capture - MetaHuman Animator
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the facial capture workflow using MetaHuman Animator for the Dubai Metaverse project.
|
||||
|
||||
## MetaHuman Animator
|
||||
|
||||
### Overview
|
||||
|
||||
MetaHuman Animator is a tool for capturing facial animation from video or live performance and applying it to MetaHumans in Unreal Engine.
|
||||
|
||||
### Requirements
|
||||
|
||||
- **MetaHuman Animator Plugin**: Enable in Unreal Engine
|
||||
- **Camera**: High-quality camera (webcam, DSLR, or phone)
|
||||
- **Lighting**: Good lighting conditions
|
||||
- **Calibration**: Facial calibration process
|
||||
|
||||
---
|
||||
|
||||
## Setup
|
||||
|
||||
### Plugin Installation
|
||||
|
||||
1. **Enable Plugin**:
|
||||
- Edit > Plugins
|
||||
- Search for "MetaHuman Animator"
|
||||
- Enable plugin
|
||||
- Restart editor
|
||||
|
||||
2. **Verify Installation**:
|
||||
- Check plugin is active
|
||||
- Verify MetaHuman Animator tools are available
|
||||
|
||||
### Camera Setup
|
||||
|
||||
1. **Camera Selection**:
|
||||
- **Webcam**: Basic setup
|
||||
- **DSLR**: Higher quality
|
||||
- **Phone**: Convenient option
|
||||
|
||||
2. **Lighting**:
|
||||
- **Even Lighting**: Avoid harsh shadows
|
||||
- **Front Lighting**: Light from front
|
||||
- **Avoid Backlighting**: Avoid strong backlighting
|
||||
|
||||
3. **Positioning**:
|
||||
- **Distance**: 2-3 feet from camera
|
||||
- **Angle**: Face camera directly
|
||||
- **Stability**: Keep head still
|
||||
|
||||
---
|
||||
|
||||
## Calibration
|
||||
|
||||
### Calibration Process
|
||||
|
||||
1. **Start Calibration**:
|
||||
- Open MetaHuman Animator
|
||||
- Start calibration process
|
||||
- Follow on-screen instructions
|
||||
|
||||
2. **Calibration Steps**:
|
||||
- **Neutral Expression**: Maintain neutral expression
|
||||
- **Head Movement**: Follow head movement instructions
|
||||
- **Facial Expressions**: Perform requested expressions
|
||||
- **Completion**: Complete calibration
|
||||
|
||||
3. **Calibration Validation**:
|
||||
- Review calibration quality
|
||||
- Re-calibrate if needed
|
||||
- Save calibration
|
||||
|
||||
---
|
||||
|
||||
## Recording
|
||||
|
||||
### Live Performance
|
||||
|
||||
1. **Start Recording**:
|
||||
- Begin live performance
|
||||
- Speak dialogue
|
||||
- Perform expressions
|
||||
|
||||
2. **Performance Tips**:
|
||||
- **Clear Speech**: Speak clearly
|
||||
- **Natural Expressions**: Use natural facial expressions
|
||||
- **Head Movement**: Natural head movement
|
||||
- **Eye Contact**: Look at camera
|
||||
|
||||
3. **Stop Recording**:
|
||||
- Stop recording when complete
|
||||
- Review performance
|
||||
- Process if satisfied
|
||||
|
||||
### Video Recording
|
||||
|
||||
1. **Record Video**:
|
||||
- Record video of performance
|
||||
- Ensure good quality
|
||||
- Follow recording guidelines
|
||||
|
||||
2. **Import Video**:
|
||||
- Import video to MetaHuman Animator
|
||||
- Process video
|
||||
- Extract facial animation
|
||||
|
||||
---
|
||||
|
||||
## Processing
|
||||
|
||||
### Animation Processing
|
||||
|
||||
1. **Process Performance**:
|
||||
- MetaHuman Animator processes performance
|
||||
- Extracts facial animation
|
||||
- Generates animation data
|
||||
|
||||
2. **Review Animation**:
|
||||
- Review processed animation
|
||||
- Check quality
|
||||
- Refine if needed
|
||||
|
||||
3. **Export Animation**:
|
||||
- Export animation to Unreal Engine
|
||||
- Apply to MetaHuman
|
||||
- Test in level
|
||||
|
||||
---
|
||||
|
||||
## Application
|
||||
|
||||
### Apply to MetaHuman
|
||||
|
||||
1. **Select MetaHuman**:
|
||||
- Select MetaHuman in level
|
||||
- Open MetaHuman Animator
|
||||
|
||||
2. **Apply Animation**:
|
||||
- Apply captured animation
|
||||
- Preview animation
|
||||
- Adjust if needed
|
||||
|
||||
3. **Integration**:
|
||||
- Integrate with dialogue system
|
||||
- Sync with audio
|
||||
- Test in context
|
||||
|
||||
---
|
||||
|
||||
## Best Practices
|
||||
|
||||
### Recording
|
||||
|
||||
1. **Quality**: Ensure good recording quality
|
||||
2. **Lighting**: Use good lighting
|
||||
3. **Stability**: Keep head stable
|
||||
4. **Natural**: Use natural expressions
|
||||
|
||||
### Processing
|
||||
|
||||
1. **Calibration**: Ensure good calibration
|
||||
2. **Review**: Review processed animation
|
||||
3. **Refinement**: Refine if needed
|
||||
4. **Testing**: Test in context
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: Calibration fails
|
||||
- **Solution**: Check lighting conditions
|
||||
- **Solution**: Ensure face is clearly visible
|
||||
- **Solution**: Follow calibration instructions carefully
|
||||
|
||||
**Issue**: Animation quality poor
|
||||
- **Solution**: Improve recording quality
|
||||
- **Solution**: Re-calibrate
|
||||
- **Solution**: Check lighting
|
||||
|
||||
**Issue**: Animation not applying
|
||||
- **Solution**: Check MetaHuman Animator plugin
|
||||
- **Solution**: Verify animation export
|
||||
- **Solution**: Check MetaHuman setup
|
||||
|
||||
---
|
||||
|
||||
## Use Cases
|
||||
|
||||
### NPC Dialogue
|
||||
|
||||
- **Purpose**: Animate NPCs during dialogue
|
||||
- **Implementation**: Capture dialogue performance
|
||||
- **Application**: Apply to MetaHuman NPCs
|
||||
|
||||
### Cinematic Sequences
|
||||
|
||||
- **Purpose**: Animate characters in cinematics
|
||||
- **Implementation**: Capture performance for cinematics
|
||||
- **Application**: Apply to cinematic MetaHumans
|
||||
|
||||
---
|
||||
|
||||
## Documentation
|
||||
|
||||
### Performance Documentation
|
||||
|
||||
Document each performance:
|
||||
- **Purpose**: What the performance is for
|
||||
- **MetaHuman**: Which MetaHuman it's applied to
|
||||
- **Context**: Where it's used
|
||||
- **Quality**: Animation quality notes
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
**Note**: Facial capture is optional. NPCs can function without facial capture using standard animation.
|
||||
|
||||
284
docs/HERO_ASSET_SPECS.md
Normal file
284
docs/HERO_ASSET_SPECS.md
Normal file
@@ -0,0 +1,284 @@
|
||||
# Hero Asset Specifications - Cayan Tower
|
||||
|
||||
## Overview
|
||||
|
||||
This document specifies the technical requirements and specifications for the Cayan Tower hero asset in the Dubai Metaverse project.
|
||||
|
||||
## Asset Information
|
||||
|
||||
### Asset Name
|
||||
**Cayan Tower** (also known as Infinity Tower)
|
||||
|
||||
### Location
|
||||
Dubai Marina, Dubai, UAE
|
||||
|
||||
### Type
|
||||
Hero Landmark (Tier 1)
|
||||
|
||||
### Priority
|
||||
Highest - Critical path asset
|
||||
|
||||
---
|
||||
|
||||
## Technical Specifications
|
||||
|
||||
### Dimensions
|
||||
|
||||
- **Height**: ~300 meters (984 feet)
|
||||
- **Floors**: 73 floors
|
||||
- **Shape**: 90-degree helical twist over height
|
||||
- **Base Dimensions**: Approximately 50m x 50m
|
||||
- **Top Dimensions**: Rotated 90 degrees from base
|
||||
|
||||
### Scale
|
||||
1:1 scale in Unreal Engine
|
||||
|
||||
---
|
||||
|
||||
## Modeling Requirements
|
||||
|
||||
### Geometry
|
||||
|
||||
- **Type**: High-poly mesh (Nanite)
|
||||
- **Polygon Count**: 5-10 million triangles (acceptable with Nanite)
|
||||
- **Detail Level**: Maximum detail, photoreal quality
|
||||
- **LODs**: Not required (Nanite handles LOD automatically)
|
||||
|
||||
### Components
|
||||
|
||||
1. **Main Structure**:
|
||||
- Twisted tower body
|
||||
- Glass facade
|
||||
- Metal framework
|
||||
- Structural elements
|
||||
|
||||
2. **Architectural Details**:
|
||||
- Window frames
|
||||
- Balconies
|
||||
- Rooftop elements
|
||||
- Base structure
|
||||
|
||||
3. **Interior Elements** (if visible):
|
||||
- Floor levels (if windows show interior)
|
||||
- Lighting elements
|
||||
|
||||
### Modeling Workflow
|
||||
|
||||
1. **Reference Collection**:
|
||||
- Gather reference images (all angles)
|
||||
- Architectural plans (if available)
|
||||
- Material references
|
||||
|
||||
2. **Blockout**:
|
||||
- Create basic shape
|
||||
- Verify scale
|
||||
- Check proportions
|
||||
|
||||
3. **High-Poly Modeling**:
|
||||
- Model main structure
|
||||
- Add architectural details
|
||||
- Refine geometry
|
||||
|
||||
4. **UV Mapping**:
|
||||
- UDIM workflow (multiple UV tiles)
|
||||
- Optimize UV layout
|
||||
- Minimize seams
|
||||
|
||||
5. **Export**:
|
||||
- Export as FBX or direct to Unreal
|
||||
- Verify scale and orientation
|
||||
|
||||
---
|
||||
|
||||
## Texturing Requirements
|
||||
|
||||
### Texture Resolution
|
||||
|
||||
- **Format**: 8K (8192x8192) per UDIM tile
|
||||
- **UDIM Tiles**: 4-8 tiles (depending on complexity)
|
||||
- **Total Resolution**: 32K-64K equivalent
|
||||
|
||||
### Texture Sets
|
||||
|
||||
#### Base Color
|
||||
- **Resolution**: 8K per tile
|
||||
- **Format**: PNG or TGA (16-bit)
|
||||
- **Content**: Albedo/diffuse colors
|
||||
- **Notes**: Include glass reflections, material colors
|
||||
|
||||
#### Normal
|
||||
- **Resolution**: 8K per tile
|
||||
- **Format**: PNG or TGA (16-bit)
|
||||
- **Content**: Surface detail, bumps, geometry
|
||||
- **Notes**: High detail for photoreal quality
|
||||
|
||||
#### Roughness
|
||||
- **Resolution**: 8K per tile
|
||||
- **Format**: PNG or TGA (16-bit)
|
||||
- **Content**: Surface roughness (glass = low, metal = medium)
|
||||
- **Notes**: Critical for material realism
|
||||
|
||||
#### Metallic
|
||||
- **Resolution**: 8K per tile
|
||||
- **Format**: PNG or TGA (16-bit)
|
||||
- **Content**: Metallic map (metal = high, glass = low)
|
||||
- **Notes**: Important for PBR accuracy
|
||||
|
||||
#### Ambient Occlusion
|
||||
- **Resolution**: 8K per tile
|
||||
- **Format**: PNG or TGA (16-bit)
|
||||
- **Content**: Shadow and occlusion information
|
||||
- **Notes**: Enhance depth and realism
|
||||
|
||||
#### Emissive (if needed)
|
||||
- **Resolution**: 8K per tile
|
||||
- **Format**: PNG or TGA (16-bit)
|
||||
- **Content**: Neon lights, interior lighting
|
||||
- **Notes**: For night-time lighting effects
|
||||
|
||||
### Material Requirements
|
||||
|
||||
#### Glass Material (M_Hero_CayanTower_Glass)
|
||||
- **Type**: Transparent, reflective
|
||||
- **Properties**:
|
||||
- Reflectivity: 0.8-0.95
|
||||
- Roughness: 0.05-0.1
|
||||
- Tint: Slight cool blue/green
|
||||
- Interior visibility: Semi-transparent
|
||||
- **Usage**: Building facade, windows
|
||||
|
||||
#### Chrome/Stainless Steel (M_Hero_CayanTower_Chrome)
|
||||
- **Type**: Metallic, highly reflective
|
||||
- **Properties**:
|
||||
- Reflectivity: 0.9-1.0
|
||||
- Roughness: 0.01-0.05
|
||||
- Color: Neutral with slight blue tint
|
||||
- **Usage**: Structural elements, accents
|
||||
|
||||
#### Emissive/Neon (M_Hero_CayanTower_Emissive)
|
||||
- **Type**: Emissive material
|
||||
- **Properties**:
|
||||
- Emissive intensity: High
|
||||
- Color: Cyan, blue, or gold (Dubai aesthetic)
|
||||
- **Usage**: Night-time lighting, accent lighting
|
||||
|
||||
---
|
||||
|
||||
## Import to Unreal Engine
|
||||
|
||||
### Import Settings
|
||||
|
||||
- **Nanite**: Enable Nanite (required for high-poly)
|
||||
- **Scale**: Verify 1:1 scale
|
||||
- **Rotation**: Correct orientation
|
||||
- **Materials**: Assign materials
|
||||
- **Collision**: Auto-generate or custom collision
|
||||
|
||||
### Validation
|
||||
|
||||
- [ ] Mesh imports without errors
|
||||
- [ ] Nanite enabled and working
|
||||
- [ ] Scale is correct (1:1)
|
||||
- [ ] Materials assigned correctly
|
||||
- [ ] Textures display correctly
|
||||
- [ ] Performance is acceptable
|
||||
|
||||
---
|
||||
|
||||
## Lighting Considerations
|
||||
|
||||
### Daytime
|
||||
|
||||
- **Reflections**: Glass should reflect sky and surroundings
|
||||
- **Shadows**: Cast realistic shadows
|
||||
- **Highlights**: Chrome elements should have strong highlights
|
||||
|
||||
### Sunset
|
||||
|
||||
- **Warm Reflections**: Glass reflects warm sunset colors
|
||||
- **Dramatic Shadows**: Long, dramatic shadows
|
||||
- **Atmospheric**: Enhanced by volumetric fog
|
||||
|
||||
### Night
|
||||
|
||||
- **Interior Lights**: Visible through glass (emissive)
|
||||
- **Neon Accents**: Emissive materials active
|
||||
- **Reflections**: Reflect city lights and neon
|
||||
|
||||
---
|
||||
|
||||
## Performance Targets
|
||||
|
||||
### Rendering
|
||||
|
||||
- **Frame Rate**: No performance impact (Nanite handles optimization)
|
||||
- **Memory**: Efficient texture streaming
|
||||
- **Draw Calls**: Minimal (Nanite optimization)
|
||||
|
||||
### Optimization
|
||||
|
||||
- **Nanite**: Primary optimization (no traditional LODs needed)
|
||||
- **Texture Streaming**: Enable for large textures
|
||||
- **Material Complexity**: Optimize shader complexity
|
||||
|
||||
---
|
||||
|
||||
## Quality Standards
|
||||
|
||||
### Visual Quality
|
||||
|
||||
- **Photoreal**: Near-photographic quality
|
||||
- **Detail**: Maximum detail visible
|
||||
- **Materials**: Realistic PBR materials
|
||||
- **Lighting**: Properly lit in all conditions
|
||||
|
||||
### Technical Quality
|
||||
|
||||
- **Geometry**: Clean topology
|
||||
- **UVs**: Optimized UV layout
|
||||
- **Textures**: High-quality, artifact-free
|
||||
- **Materials**: Proper PBR workflow
|
||||
|
||||
---
|
||||
|
||||
## Reference Materials
|
||||
|
||||
### Photography
|
||||
|
||||
- **Angles**: All sides, multiple elevations
|
||||
- **Time of Day**: Day, sunset, night
|
||||
- **Details**: Close-ups of materials, details
|
||||
- **Context**: Surrounding area, scale reference
|
||||
|
||||
### Architectural Plans
|
||||
|
||||
- **Floor Plans**: If available
|
||||
- **Elevations**: Building elevations
|
||||
- **Sections**: Cross-sections if available
|
||||
|
||||
### Material References
|
||||
|
||||
- **Glass**: Reference glass samples
|
||||
- **Metal**: Reference metal samples
|
||||
- **Lighting**: Reference lighting conditions
|
||||
|
||||
---
|
||||
|
||||
## Delivery Checklist
|
||||
|
||||
- [ ] High-poly model complete
|
||||
- [ ] UV mapping complete (UDIM)
|
||||
- [ ] 8K textures created (all maps)
|
||||
- [ ] Materials created and assigned
|
||||
- [ ] Imported to Unreal Engine
|
||||
- [ ] Nanite enabled and working
|
||||
- [ ] Visual quality validated
|
||||
- [ ] Performance tested
|
||||
- [ ] Reference comparison completed
|
||||
- [ ] Documentation complete
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
267
docs/HOUDINI_PIPELINE.md
Normal file
267
docs/HOUDINI_PIPELINE.md
Normal file
@@ -0,0 +1,267 @@
|
||||
# Houdini Pipeline - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the Houdini to Unreal Engine pipeline for procedural generation in the Dubai Metaverse project.
|
||||
|
||||
## Houdini Engine Setup
|
||||
|
||||
### Prerequisites
|
||||
|
||||
- **Houdini**: Installed on development machine
|
||||
- **Houdini Engine Plugin**: Installed in Unreal Engine 5.4
|
||||
- **Compatible Versions**: Check UE5.4 compatibility with Houdini version
|
||||
|
||||
### Installation
|
||||
|
||||
1. **Install Houdini**: Download and install from SideFX
|
||||
2. **Install Houdini Engine Plugin**:
|
||||
- Edit > Plugins
|
||||
- Search for "Houdini Engine"
|
||||
- Enable plugin
|
||||
- Restart editor
|
||||
3. **Configure Houdini Path**:
|
||||
- Edit > Project Settings > Plugins > Houdini Engine
|
||||
- Set Houdini installation path
|
||||
- Verify connection
|
||||
|
||||
---
|
||||
|
||||
## Houdini Digital Assets (HDAs)
|
||||
|
||||
### What are HDAs?
|
||||
|
||||
Houdini Digital Assets are packaged Houdini tools that can be imported into Unreal Engine. They expose parameters that can be adjusted in Unreal without opening Houdini.
|
||||
|
||||
### HDA Types for Dubai Metaverse
|
||||
|
||||
1. **Building Generator**: Modular building generation
|
||||
2. **Road Network**: Road generation tool
|
||||
3. **Terrain Sculpt**: Terrain refinement
|
||||
|
||||
---
|
||||
|
||||
## Building Generator HDA
|
||||
|
||||
### File: building_generator.hda
|
||||
|
||||
**Purpose**: Generate modular buildings procedurally
|
||||
|
||||
### Parameters
|
||||
|
||||
- **Building Type**: Residential, Commercial, Mixed-use
|
||||
- **Height**: Building height (floors)
|
||||
- **Width**: Building width
|
||||
- **Depth**: Building depth
|
||||
- **Style**: Modern, Traditional, Luxury
|
||||
- **Details**: Window patterns, balconies, etc.
|
||||
|
||||
### Output
|
||||
|
||||
- **High-Poly Mesh**: Detailed building geometry
|
||||
- **Low-Poly Mesh**: Optimized version (optional)
|
||||
- **UVs**: Unwrapped UVs for texturing
|
||||
- **Material IDs**: Material assignment IDs
|
||||
|
||||
### Workflow
|
||||
|
||||
1. **Create HDA in Houdini**:
|
||||
- Build procedural building generator
|
||||
- Define parameters
|
||||
- Package as HDA
|
||||
|
||||
2. **Export HDA**:
|
||||
- Save as `.hda` file
|
||||
- Place in `houdini/` directory
|
||||
|
||||
3. **Import to Unreal**:
|
||||
- Import HDA via Houdini Engine
|
||||
- Create HDA instance in level
|
||||
- Adjust parameters in Unreal
|
||||
|
||||
4. **Bake to Static Mesh** (optional):
|
||||
- Bake HDA output to static mesh
|
||||
- Enable Nanite if high-poly
|
||||
- Assign materials
|
||||
|
||||
---
|
||||
|
||||
## Road Network HDA
|
||||
|
||||
### File: road_network.hda
|
||||
|
||||
**Purpose**: Generate road network from splines or points
|
||||
|
||||
### Parameters
|
||||
|
||||
- **Road Width**: Main road width
|
||||
- **Sidewalk Width**: Sidewalk width
|
||||
- **Road Material**: Road surface material
|
||||
- **Lane Count**: Number of lanes
|
||||
- **Intersection Type**: T-intersection, 4-way, roundabout
|
||||
|
||||
### Output
|
||||
|
||||
- **Road Mesh**: Road geometry
|
||||
- **Sidewalk Mesh**: Sidewalk geometry
|
||||
- **Markings**: Lane markings, crosswalks
|
||||
- **Intersections**: Road intersections
|
||||
|
||||
### Workflow
|
||||
|
||||
1. **Create Road Network in Houdini**:
|
||||
- Input: Splines or points defining road network
|
||||
- Generate road geometry
|
||||
- Add intersections
|
||||
- Package as HDA
|
||||
|
||||
2. **Import to Unreal**:
|
||||
- Import HDA
|
||||
- Create instance
|
||||
- Connect to road splines in level
|
||||
|
||||
3. **Bake to Static Mesh**:
|
||||
- Bake road geometry
|
||||
- Assign materials
|
||||
- Place in level
|
||||
|
||||
---
|
||||
|
||||
## Terrain Sculpt HDA
|
||||
|
||||
### File: terrain_sculpt.hda
|
||||
|
||||
**Purpose**: Refine and sculpt terrain from elevation data
|
||||
|
||||
### Parameters
|
||||
|
||||
- **Terrain Resolution**: Heightmap resolution
|
||||
- **Sculpting Tools**: Erosion, smoothing, detail
|
||||
- **Feature Generation**: Hills, valleys, etc.
|
||||
|
||||
### Output
|
||||
|
||||
- **Refined Heightmap**: Enhanced terrain heightmap
|
||||
- **Terrain Mesh**: Terrain geometry (optional)
|
||||
|
||||
### Workflow
|
||||
|
||||
1. **Import Elevation Data**:
|
||||
- Import DEM/GeoTIFF to Houdini
|
||||
- Convert to heightfield
|
||||
|
||||
2. **Sculpt Terrain**:
|
||||
- Apply erosion
|
||||
- Add details
|
||||
- Smooth areas
|
||||
|
||||
3. **Export**:
|
||||
- Export refined heightmap
|
||||
- Import to Unreal
|
||||
- Generate landscape
|
||||
|
||||
---
|
||||
|
||||
## Houdini to Unreal Workflow
|
||||
|
||||
### Step 1: Create HDA in Houdini
|
||||
|
||||
1. **Build Tool**: Create procedural tool in Houdini
|
||||
2. **Define Parameters**: Expose parameters for adjustment
|
||||
3. **Test**: Test tool in Houdini
|
||||
4. **Package**: Package as HDA file
|
||||
|
||||
### Step 2: Import to Unreal
|
||||
|
||||
1. **Import HDA**: Import via Houdini Engine
|
||||
2. **Create Instance**: Create HDA instance in level
|
||||
3. **Adjust Parameters**: Adjust parameters in Unreal
|
||||
4. **Validate**: Check output quality
|
||||
|
||||
### Step 3: Bake (Optional)
|
||||
|
||||
1. **Bake to Static Mesh**: Convert HDA output to static mesh
|
||||
2. **Enable Nanite**: If high-poly, enable Nanite
|
||||
3. **Assign Materials**: Assign materials
|
||||
4. **Optimize**: Optimize for performance
|
||||
|
||||
---
|
||||
|
||||
## HDA Organization
|
||||
|
||||
### Folder Structure
|
||||
|
||||
```
|
||||
houdini/
|
||||
├── building_generator.hda
|
||||
├── road_network.hda
|
||||
├── terrain_sculpt.hda
|
||||
└── assets/
|
||||
└── [HDA source files]
|
||||
```
|
||||
|
||||
### Naming Convention
|
||||
|
||||
- **Format**: `system_name.hda`
|
||||
- **Examples**:
|
||||
- `building_generator.hda`
|
||||
- `road_network.hda`
|
||||
|
||||
---
|
||||
|
||||
## Best Practices
|
||||
|
||||
### HDA Design
|
||||
|
||||
1. **Parameter Organization**: Group related parameters
|
||||
2. **Default Values**: Set sensible defaults
|
||||
3. **Documentation**: Document parameters and usage
|
||||
4. **Validation**: Validate input and output
|
||||
|
||||
### Performance
|
||||
|
||||
1. **Optimization**: Optimize HDA for performance
|
||||
2. **Baking**: Bake to static meshes when possible
|
||||
3. **LODs**: Consider LOD generation
|
||||
4. **Caching**: Use Houdini caching for complex operations
|
||||
|
||||
### Workflow
|
||||
|
||||
1. **Iterate in Houdini**: Develop and test in Houdini first
|
||||
2. **Simplify for Unreal**: Simplify if needed for Unreal
|
||||
3. **Document**: Document HDA usage
|
||||
4. **Version Control**: Track HDA versions
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: HDA not importing
|
||||
- **Solution**: Check Houdini Engine plugin is enabled
|
||||
- **Solution**: Verify Houdini installation path
|
||||
- **Solution**: Check Houdini version compatibility
|
||||
|
||||
**Issue**: Parameters not working
|
||||
- **Solution**: Verify parameters are exposed in HDA
|
||||
- **Solution**: Check parameter types match
|
||||
|
||||
**Issue**: Performance issues
|
||||
- **Solution**: Bake to static meshes
|
||||
- **Solution**: Optimize HDA operations
|
||||
- **Solution**: Use caching
|
||||
|
||||
---
|
||||
|
||||
## Resources
|
||||
|
||||
- **Houdini Documentation**: [sidefx.com/docs](https://www.sidefx.com/docs/)
|
||||
- **Houdini Engine for Unreal**: [sidefx.com/software/engines/unreal](https://www.sidefx.com/software/engines/unreal/)
|
||||
- **Houdini Learning**: SideFX learning resources
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
309
docs/INTERACTION_SYSTEM.md
Normal file
309
docs/INTERACTION_SYSTEM.md
Normal file
@@ -0,0 +1,309 @@
|
||||
# Interaction System - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the interaction system framework for player interactions with the environment in the Dubai Metaverse project.
|
||||
|
||||
## System Architecture
|
||||
|
||||
### Base Framework
|
||||
|
||||
#### BP_Interactable
|
||||
|
||||
**Base class for all interactable objects**
|
||||
|
||||
### Components
|
||||
|
||||
1. **Interaction Component**: Handles interaction logic
|
||||
2. **Prompt Component**: Shows interaction prompts
|
||||
3. **Audio Component**: Interaction sounds (optional)
|
||||
|
||||
### Functions
|
||||
|
||||
#### OnInteract
|
||||
|
||||
- **Purpose**: Called when player interacts
|
||||
- **Implementation**: Override in child classes
|
||||
- **Parameters**: Interacting player
|
||||
|
||||
#### ShowPrompt
|
||||
|
||||
- **Purpose**: Show interaction prompt
|
||||
- **Implementation**: Display UI prompt
|
||||
- **Parameters**: Prompt text
|
||||
|
||||
#### HidePrompt
|
||||
|
||||
- **Purpose**: Hide interaction prompt
|
||||
- **Implementation**: Hide UI prompt
|
||||
|
||||
---
|
||||
|
||||
## Interaction Types
|
||||
|
||||
### Doors
|
||||
|
||||
#### BP_Door
|
||||
|
||||
**Automatic or manual doors**
|
||||
|
||||
### Properties
|
||||
|
||||
- **Door Type**: Automatic, manual, locked
|
||||
- **Animation**: Open/close animation
|
||||
- **Sound**: Door open/close sound
|
||||
- **Lock State**: Locked/unlocked
|
||||
|
||||
### Implementation
|
||||
|
||||
1. **Open/Close**: Animate door open/close
|
||||
2. **Lock System**: Lock/unlock functionality
|
||||
3. **Audio**: Play door sounds
|
||||
4. **State**: Track door state
|
||||
|
||||
---
|
||||
|
||||
### Holograms
|
||||
|
||||
#### BP_Hologram
|
||||
|
||||
**Holographic displays**
|
||||
|
||||
### Properties
|
||||
|
||||
- **Content**: Hologram content (text, image, video)
|
||||
- **Material**: Hologram material (emissive, translucent)
|
||||
- **Animation**: Hologram animation
|
||||
- **Interaction**: Interaction type (display, activate)
|
||||
|
||||
### Implementation
|
||||
|
||||
1. **Display**: Show hologram content
|
||||
2. **Material**: Use hologram material
|
||||
3. **Animation**: Animate hologram
|
||||
4. **Interaction**: Handle player interaction
|
||||
|
||||
---
|
||||
|
||||
### Info Panels
|
||||
|
||||
#### BP_InfoPanel
|
||||
|
||||
**Information display panels**
|
||||
|
||||
### Properties
|
||||
|
||||
- **Content**: Information content (text, images)
|
||||
- **UI Widget**: Info panel UI widget
|
||||
- **Display Time**: How long to display
|
||||
- **Close Method**: How to close (button, timer)
|
||||
|
||||
### Implementation
|
||||
|
||||
1. **Display UI**: Show info panel UI
|
||||
2. **Content**: Display information
|
||||
3. **Close**: Close panel on interaction
|
||||
4. **Audio**: Optional audio narration
|
||||
|
||||
---
|
||||
|
||||
### Elevators
|
||||
|
||||
#### BP_Elevator
|
||||
|
||||
**Elevator stub interactions**
|
||||
|
||||
### Properties
|
||||
|
||||
- **Floors**: Available floors
|
||||
- **Current Floor**: Current floor
|
||||
- **Animation**: Elevator movement animation
|
||||
- **UI**: Floor selection UI
|
||||
|
||||
### Implementation
|
||||
|
||||
1. **Floor Selection**: Show floor selection UI
|
||||
2. **Movement**: Animate elevator movement
|
||||
3. **Audio**: Elevator sounds
|
||||
4. **State**: Track elevator state
|
||||
|
||||
---
|
||||
|
||||
### Teleport Points
|
||||
|
||||
#### BP_TeleportPoint
|
||||
|
||||
**Fast travel/teleport system**
|
||||
|
||||
### Properties
|
||||
|
||||
- **Destination**: Teleport destination
|
||||
- **Name**: Teleport point name
|
||||
- **UI**: Teleport confirmation UI
|
||||
- **Animation**: Teleport effect
|
||||
|
||||
### Implementation
|
||||
|
||||
1. **Interaction**: Player interacts with teleport point
|
||||
2. **Confirmation**: Show confirmation UI
|
||||
3. **Teleport**: Teleport player to destination
|
||||
4. **Effect**: Play teleport effect
|
||||
|
||||
---
|
||||
|
||||
## Player Controller
|
||||
|
||||
### BP_PlayerController
|
||||
|
||||
**Player controller for interactions**
|
||||
|
||||
### Components
|
||||
|
||||
1. **Interaction Component**: Handles interaction input
|
||||
2. **Camera Component**: Player camera
|
||||
3. **Movement Component**: Player movement
|
||||
|
||||
### Input Mapping
|
||||
|
||||
- **Interact**: E key / Gamepad button
|
||||
- **Cancel**: ESC key / Gamepad button
|
||||
|
||||
### Functions
|
||||
|
||||
#### CheckInteractables
|
||||
|
||||
- **Purpose**: Check for nearby interactables
|
||||
- **Implementation**: Raycast or overlap check
|
||||
- **Output**: Nearest interactable
|
||||
|
||||
#### Interact
|
||||
|
||||
- **Purpose**: Interact with object
|
||||
- **Implementation**: Call interactable's OnInteract
|
||||
- **Parameters**: Interactable reference
|
||||
|
||||
---
|
||||
|
||||
## UI System
|
||||
|
||||
### WBP_InteractionPrompt
|
||||
|
||||
**Interaction prompt widget**
|
||||
|
||||
### Elements
|
||||
|
||||
1. **Prompt Text**: "Press E to interact"
|
||||
2. **Icon**: Interaction icon
|
||||
3. **Object Name**: Interactable object name
|
||||
|
||||
### Display
|
||||
|
||||
- **Position**: Screen position (center or bottom)
|
||||
- **Visibility**: Show when near interactable
|
||||
- **Animation**: Fade in/out animation
|
||||
|
||||
---
|
||||
|
||||
## Interaction Flow
|
||||
|
||||
### Player Approach
|
||||
|
||||
1. **Detection**: System detects player near interactable
|
||||
2. **Prompt**: Show interaction prompt
|
||||
3. **Input**: Player presses interact button
|
||||
4. **Interaction**: Execute interaction
|
||||
5. **Feedback**: Provide feedback (audio, visual)
|
||||
|
||||
### Implementation
|
||||
|
||||
1. **Overlap Detection**: Use overlap events
|
||||
2. **Raycast Detection**: Use raycast for precise detection
|
||||
3. **Distance Check**: Check distance to interactable
|
||||
4. **Priority**: Handle multiple interactables (nearest first)
|
||||
|
||||
---
|
||||
|
||||
## Quest Integration
|
||||
|
||||
### Quest System
|
||||
|
||||
**Optional quest system integration**
|
||||
|
||||
### Implementation
|
||||
|
||||
1. **Quest Triggers**: Interactions trigger quest events
|
||||
2. **Quest Objectives**: Interactions complete objectives
|
||||
3. **Quest Dialogue**: Interactions provide quest information
|
||||
|
||||
---
|
||||
|
||||
## Audio Integration
|
||||
|
||||
### Interaction Sounds
|
||||
|
||||
- **Interaction Start**: Sound when interaction starts
|
||||
- **Interaction Complete**: Sound when interaction completes
|
||||
- **Error**: Sound for invalid interactions
|
||||
|
||||
### Implementation
|
||||
|
||||
1. **Audio Components**: Attach to interactables
|
||||
2. **Sound Cues**: Create sound cues
|
||||
3. **Playback**: Play sounds on interaction
|
||||
|
||||
---
|
||||
|
||||
## Performance Optimization
|
||||
|
||||
### Interaction Optimization
|
||||
|
||||
1. **Update Frequency**: Optimize interaction checks
|
||||
2. **Distance Culling**: Only check nearby interactables
|
||||
3. **Caching**: Cache interaction results
|
||||
|
||||
---
|
||||
|
||||
## Testing
|
||||
|
||||
### Interaction Testing
|
||||
|
||||
1. **Functionality**: Test all interaction types
|
||||
2. **UI**: Test interaction UI
|
||||
3. **Audio**: Test interaction audio
|
||||
4. **Performance**: Test performance impact
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: Interactions not working
|
||||
- **Solution**: Check interaction component setup
|
||||
- **Solution**: Verify input mapping
|
||||
|
||||
**Issue**: Prompt not showing
|
||||
- **Solution**: Check prompt component
|
||||
- **Solution**: Verify UI widget setup
|
||||
|
||||
**Issue**: Multiple interactables
|
||||
- **Solution**: Implement priority system
|
||||
- **Solution**: Show nearest interactable
|
||||
|
||||
---
|
||||
|
||||
## Documentation
|
||||
|
||||
### Interaction Documentation
|
||||
|
||||
Document each interaction type:
|
||||
- **Purpose**: What the interaction does
|
||||
- **Implementation**: How it's implemented
|
||||
- **Usage**: How to use it
|
||||
- **Parameters**: Configurable parameters
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
302
docs/LIGHTING_SETUP.md
Normal file
302
docs/LIGHTING_SETUP.md
Normal file
@@ -0,0 +1,302 @@
|
||||
# Lighting Setup - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the lighting setup for the Dubai Metaverse project, including Lumen global illumination, day/night cycle, and atmospheric effects.
|
||||
|
||||
## Lighting System: Lumen
|
||||
|
||||
### Lumen Overview
|
||||
|
||||
Lumen is Unreal Engine 5's fully dynamic global illumination and reflections system. It provides realistic lighting without pre-baking lightmaps.
|
||||
|
||||
### Lumen Configuration
|
||||
|
||||
#### Global Illumination
|
||||
|
||||
- **Method**: Lumen Global Illumination
|
||||
- **Quality**: Epic (or High if performance issues)
|
||||
- **Settings**:
|
||||
- Final Gather Quality: High
|
||||
- View Distance: Maximum
|
||||
- Detail: High
|
||||
|
||||
#### Reflections
|
||||
|
||||
- **Method**: Lumen Reflections
|
||||
- **Quality**: Epic (or High if performance issues)
|
||||
- **Settings**:
|
||||
- Reflection Quality: High
|
||||
- Ray Tracing: Optional (if RTX GPU available)
|
||||
|
||||
---
|
||||
|
||||
## Sky and Atmosphere
|
||||
|
||||
### HDRI Sky Setup
|
||||
|
||||
1. **Create Sky Light**:
|
||||
- Add Sky Light actor to level
|
||||
- Configure as BP_SkyLight
|
||||
|
||||
2. **HDRI Setup**:
|
||||
- Import Dubai-specific HDRI sky
|
||||
- Assign to sky light
|
||||
- Adjust intensity
|
||||
|
||||
3. **Sky Settings**:
|
||||
- **Source Type**: SLS Captured Scene or SLS Specified Cubemap
|
||||
- **Intensity**: 1.0 (adjust as needed)
|
||||
- **Light Color**: White (or adjust for time of day)
|
||||
|
||||
### Directional Light (Sun)
|
||||
|
||||
1. **Create Directional Light**:
|
||||
- Add Directional Light actor
|
||||
- Configure as BP_DirectionalLight
|
||||
|
||||
2. **Sun Settings**:
|
||||
- **Intensity**: 8-12 lux (daytime)
|
||||
- **Light Color**: Warm white (daytime), warm orange (sunset)
|
||||
- **Temperature**: 5500K-7500K (daytime), 4000K-5000K (sunset)
|
||||
- **Cast Shadows**: Enabled
|
||||
- **Shadow Resolution**: Virtual Shadow Maps
|
||||
|
||||
3. **Sun Position**:
|
||||
- Controlled by day/night cycle system
|
||||
- Rotates based on time of day
|
||||
|
||||
---
|
||||
|
||||
## Day/Night Cycle System
|
||||
|
||||
### BP_DayNightCycle Blueprint
|
||||
|
||||
**Purpose**: Control time of day and lighting transitions
|
||||
|
||||
### Time Settings
|
||||
|
||||
- **Sunrise**: 6:00 AM
|
||||
- **Daytime Start**: 8:00 AM
|
||||
- **Sunset Start**: 5:00 PM
|
||||
- **Night Start**: 7:00 PM
|
||||
- **Night End**: 6:00 AM
|
||||
|
||||
### Implementation
|
||||
|
||||
1. **Time Variable**: Float variable for time (0-24 hours)
|
||||
2. **Sun Rotation**: Rotate directional light based on time
|
||||
3. **Sky Color**: Adjust sky color based on time
|
||||
4. **Light Intensity**: Adjust light intensity based on time
|
||||
5. **Atmosphere**: Adjust atmosphere based on time
|
||||
|
||||
### Time of Day Presets
|
||||
|
||||
#### Sunrise (6:00-8:00)
|
||||
- **Sun Intensity**: 4-6 lux
|
||||
- **Sun Color**: Warm orange/red
|
||||
- **Sky Color**: Warm, dramatic
|
||||
- **Temperature**: 4000K-5000K
|
||||
|
||||
#### Daytime (8:00-17:00)
|
||||
- **Sun Intensity**: 8-12 lux
|
||||
- **Sun Color**: White
|
||||
- **Sky Color**: Clear blue
|
||||
- **Temperature**: 6500K-7500K
|
||||
|
||||
#### Sunset (17:00-19:00)
|
||||
- **Sun Intensity**: 4-6 lux
|
||||
- **Sun Color**: Warm orange/red
|
||||
- **Sky Color**: Warm, dramatic
|
||||
- **Temperature**: 4000K-5000K
|
||||
|
||||
#### Night (19:00-6:00)
|
||||
- **Sun Intensity**: 0-1 lux (moonlight)
|
||||
- **Sun Color**: Cool blue
|
||||
- **Sky Color**: Dark, starry
|
||||
- **Temperature**: 8000K-10000K
|
||||
|
||||
---
|
||||
|
||||
## Atmospheric Effects
|
||||
|
||||
### Volumetric Fog
|
||||
|
||||
1. **Create Exponential Height Fog**:
|
||||
- Add Exponential Height Fog actor
|
||||
- Configure as BP_Atmosphere
|
||||
|
||||
2. **Fog Settings**:
|
||||
- **Density**: 0.02-0.05 (subtle)
|
||||
- **Fog Height Falloff**: 0.2
|
||||
- **Fog Inscattering Color**: Slight blue/gray
|
||||
- **Fog Max Opacity**: 0.5-0.7
|
||||
|
||||
3. **Purpose**:
|
||||
- Atmospheric perspective
|
||||
- Humidity simulation
|
||||
- Depth enhancement
|
||||
|
||||
### Heat Haze
|
||||
|
||||
1. **Create Heat Haze Material**:
|
||||
- Material: MFX_HeatHaze
|
||||
- Type: Post-process or material function
|
||||
|
||||
2. **Heat Haze Settings**:
|
||||
- **Distortion Intensity**: Subtle
|
||||
- **Distance Falloff**: Distance-based
|
||||
- **Application**: Above hot surfaces (roads, buildings)
|
||||
|
||||
3. **Implementation**:
|
||||
- Apply as post-process effect
|
||||
- Or as material on surfaces
|
||||
|
||||
---
|
||||
|
||||
## Post-Process Settings
|
||||
|
||||
### PP_DubaiCinematic Post-Process Volume
|
||||
|
||||
**Purpose**: Cinematic color grading and effects
|
||||
|
||||
### Settings
|
||||
|
||||
#### Bloom
|
||||
- **Intensity**: 0.5-1.0
|
||||
- **Threshold**: 1.0
|
||||
- **Tint**: Slight warm tint
|
||||
|
||||
#### Chromatic Aberration
|
||||
- **Intensity**: 0.1-0.2 (subtle)
|
||||
- **Start Offset**: 0.0
|
||||
|
||||
#### Depth of Field
|
||||
- **Method**: Gaussian
|
||||
- **Focal Distance**: Camera-based
|
||||
- **Focal Region**: 1000-5000
|
||||
- **Near Transition Region**: 500
|
||||
- **Far Transition Region**: 1000
|
||||
|
||||
#### Color Grading
|
||||
|
||||
**Time-of-Day LUTs**:
|
||||
- **Sunrise LUT**: Warm, dramatic
|
||||
- **Daytime LUT**: Natural, slightly enhanced
|
||||
- **Sunset LUT**: Warm, high saturation
|
||||
- **Night LUT**: Cool, reduced saturation
|
||||
|
||||
**Settings**:
|
||||
- **Saturation**: 1.0-1.2 (slightly enhanced)
|
||||
- **Contrast**: 1.0-1.1
|
||||
- **Gamma**: 1.0
|
||||
|
||||
---
|
||||
|
||||
## Lighting Calibration
|
||||
|
||||
### Dubai-Specific Lighting
|
||||
|
||||
#### Characteristics
|
||||
|
||||
1. **Intense Sunlight**: Harsh, direct sunlight during day
|
||||
2. **Strong Shadows**: Sharp shadows with high contrast
|
||||
3. **Reflective Surfaces**: Glass buildings create strong reflections
|
||||
4. **Heat Haze**: Visible distortion above hot surfaces
|
||||
5. **Artificial Lighting**: Neon and LED at night
|
||||
|
||||
#### Calibration Steps
|
||||
|
||||
1. **Reference Comparison**: Compare to Dubai reference photos
|
||||
2. **Light Intensity**: Adjust to match reference
|
||||
3. **Shadow Quality**: Ensure sharp, high-contrast shadows
|
||||
4. **Reflections**: Verify glass reflections are strong
|
||||
5. **Color Temperature**: Match Dubai lighting color
|
||||
|
||||
---
|
||||
|
||||
## Performance Optimization
|
||||
|
||||
### Lumen Quality Settings
|
||||
|
||||
- **Final Gather Quality**: Adjust based on performance
|
||||
- **Reflection Quality**: Adjust based on performance
|
||||
- **View Distance**: Optimize for performance
|
||||
|
||||
### Shadow Optimization
|
||||
|
||||
- **Virtual Shadow Maps**: Use for performance
|
||||
- **Shadow Resolution**: Adjust based on performance
|
||||
- **Shadow Distance**: Optimize shadow distance
|
||||
|
||||
### Light Optimization
|
||||
|
||||
- **Light Count**: Minimize dynamic lights
|
||||
- **Light Complexity**: Optimize light complexity
|
||||
- **Culling**: Use distance culling
|
||||
|
||||
---
|
||||
|
||||
## Validation Checklist
|
||||
|
||||
### Lighting Setup
|
||||
|
||||
- [ ] Lumen GI enabled and working
|
||||
- [ ] Lumen Reflections enabled and working
|
||||
- [ ] Sky light configured
|
||||
- [ ] Directional light configured
|
||||
- [ ] Day/night cycle working
|
||||
- [ ] Atmospheric fog configured
|
||||
- [ ] Post-process volume configured
|
||||
|
||||
### Quality Validation
|
||||
|
||||
- [ ] Lighting matches Dubai aesthetic
|
||||
- [ ] Day/night transitions are smooth
|
||||
- [ ] Shadows are realistic
|
||||
- [ ] Reflections are accurate
|
||||
- [ ] Performance is acceptable
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: Lighting too bright/dark
|
||||
- **Solution**: Adjust light intensity
|
||||
- **Solution**: Adjust exposure settings
|
||||
|
||||
**Issue**: Shadows not appearing
|
||||
- **Solution**: Check shadow settings
|
||||
- **Solution**: Verify Virtual Shadow Maps enabled
|
||||
|
||||
**Issue**: Reflections not working
|
||||
- **Solution**: Check Lumen Reflections enabled
|
||||
- **Solution**: Verify reflection quality settings
|
||||
|
||||
**Issue**: Performance issues
|
||||
- **Solution**: Lower Lumen quality settings
|
||||
- **Solution**: Optimize shadow settings
|
||||
- **Solution**: Reduce light count
|
||||
|
||||
---
|
||||
|
||||
## Tools
|
||||
|
||||
### Lighting Tools
|
||||
|
||||
- **Unreal Editor**: Primary lighting tool
|
||||
- **Lumen**: Global illumination system
|
||||
- **Post-Process Volume**: Color grading and effects
|
||||
|
||||
### Validation Tools
|
||||
|
||||
- **Unreal Insights**: Performance profiling
|
||||
- **Lighting Validation Script**: `scripts/lighting_validation.py`
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
206
docs/LOD_GUIDELINES.md
Normal file
206
docs/LOD_GUIDELINES.md
Normal file
@@ -0,0 +1,206 @@
|
||||
# LOD Guidelines - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes LOD (Level of Detail) creation and usage guidelines for the Dubai Metaverse project.
|
||||
|
||||
## LOD System
|
||||
|
||||
### Overview
|
||||
|
||||
LODs reduce polygon count and detail for distant objects, improving performance while maintaining visual quality.
|
||||
|
||||
### When to Use LODs
|
||||
|
||||
- **Non-Nanite Assets**: Assets not using Nanite
|
||||
- **Performance**: When performance optimization is needed
|
||||
- **Distance**: For assets visible at distance
|
||||
|
||||
### When Not to Use LODs
|
||||
|
||||
- **Nanite Assets**: Nanite handles LOD automatically
|
||||
- **Close-Only Assets**: Assets only visible up close
|
||||
- **Simple Assets**: Very simple assets may not need LODs
|
||||
|
||||
---
|
||||
|
||||
## LOD Creation
|
||||
|
||||
### LOD Levels
|
||||
|
||||
#### LOD0
|
||||
|
||||
- **Detail**: Full detail
|
||||
- **Polygon Count**: 100% of original
|
||||
- **Distance**: 0-50m (close)
|
||||
- **Usage**: Close-up views
|
||||
|
||||
#### LOD1
|
||||
|
||||
- **Detail**: High detail
|
||||
- **Polygon Count**: 50-70% of LOD0
|
||||
- **Distance**: 50-150m (medium)
|
||||
- **Usage**: Medium distance
|
||||
|
||||
#### LOD2
|
||||
|
||||
- **Detail**: Medium detail
|
||||
- **Polygon Count**: 30-50% of LOD0
|
||||
- **Distance**: 150-300m (far)
|
||||
- **Usage**: Far distance
|
||||
|
||||
#### LOD3
|
||||
|
||||
- **Detail**: Low detail
|
||||
- **Polygon Count**: 10-30% of LOD0
|
||||
- **Distance**: 300m+ (very far)
|
||||
- **Usage**: Very far distance
|
||||
|
||||
---
|
||||
|
||||
## LOD Generation
|
||||
|
||||
### Automatic Generation
|
||||
|
||||
#### Unreal Engine
|
||||
|
||||
1. **Import Settings**:
|
||||
- Enable "Generate LODs" on import
|
||||
- Set LOD count
|
||||
- Set reduction settings
|
||||
|
||||
2. **Post-Import**:
|
||||
- Right-click mesh > Generate LODs
|
||||
- Configure settings
|
||||
- Generate LODs
|
||||
|
||||
### Manual Creation
|
||||
|
||||
#### DCC Tools
|
||||
|
||||
1. **Create LODs in Blender/Maya**:
|
||||
- Create simplified versions
|
||||
- Maintain shape and silhouette
|
||||
- Export as separate meshes
|
||||
|
||||
2. **Import to Unreal**:
|
||||
- Import LOD meshes
|
||||
- Assign as LODs
|
||||
- Configure distances
|
||||
|
||||
---
|
||||
|
||||
## LOD Settings
|
||||
|
||||
### Distance Settings
|
||||
|
||||
#### Primary Buildings
|
||||
|
||||
- **LOD0**: 0-100m
|
||||
- **LOD1**: 100-200m
|
||||
- **LOD2**: 200-400m
|
||||
- **LOD3**: 400m+
|
||||
|
||||
#### Background Buildings
|
||||
|
||||
- **LOD0**: 0-50m
|
||||
- **LOD1**: 50-150m
|
||||
- **LOD2**: 150m+
|
||||
|
||||
#### Props
|
||||
|
||||
- **LOD0**: 0-30m
|
||||
- **LOD1**: 30-100m
|
||||
- **LOD2**: 100m+
|
||||
|
||||
---
|
||||
|
||||
## LOD Quality
|
||||
|
||||
### Visual Quality
|
||||
|
||||
1. **Silhouette**: Maintain silhouette
|
||||
2. **Shape**: Maintain overall shape
|
||||
3. **Details**: Remove fine details progressively
|
||||
4. **Materials**: Maintain material appearance
|
||||
|
||||
### Performance
|
||||
|
||||
1. **Polygon Reduction**: Significant polygon reduction
|
||||
2. **Draw Calls**: Reduce draw calls
|
||||
3. **Memory**: Reduce memory usage
|
||||
|
||||
---
|
||||
|
||||
## LOD Validation
|
||||
|
||||
### Quality Check
|
||||
|
||||
- [ ] LODs maintain silhouette
|
||||
- [ ] LODs maintain overall shape
|
||||
- [ ] LOD transitions are smooth
|
||||
- [ ] Visual quality is acceptable
|
||||
- [ ] Performance improvement is significant
|
||||
|
||||
### Testing
|
||||
|
||||
1. **Visual Testing**: Test LOD transitions
|
||||
2. **Performance Testing**: Test performance impact
|
||||
3. **Distance Testing**: Test at various distances
|
||||
|
||||
---
|
||||
|
||||
## Best Practices
|
||||
|
||||
### LOD Creation
|
||||
|
||||
1. **Start with LOD0**: Ensure LOD0 is high quality
|
||||
2. **Progressive Reduction**: Reduce detail progressively
|
||||
3. **Maintain Shape**: Maintain overall shape and silhouette
|
||||
4. **Test Transitions**: Test LOD transitions
|
||||
|
||||
### LOD Usage
|
||||
|
||||
1. **Appropriate LODs**: Use appropriate LOD count
|
||||
2. **Distance Settings**: Optimize distance settings
|
||||
3. **Performance**: Balance quality and performance
|
||||
4. **Validation**: Validate LOD quality
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: LOD transitions visible
|
||||
- **Solution**: Adjust LOD distances
|
||||
- **Solution**: Improve LOD quality
|
||||
- **Solution**: Use fade transitions
|
||||
|
||||
**Issue**: LODs too aggressive
|
||||
- **Solution**: Reduce polygon reduction
|
||||
- **Solution**: Improve LOD quality
|
||||
- **Solution**: Adjust distance settings
|
||||
|
||||
**Issue**: Performance not improved
|
||||
- **Solution**: Verify LODs are being used
|
||||
- **Solution**: Check LOD distance settings
|
||||
- **Solution**: Profile performance
|
||||
|
||||
---
|
||||
|
||||
## Documentation
|
||||
|
||||
### LOD Documentation
|
||||
|
||||
Document LOD setup:
|
||||
- **LOD Count**: Number of LODs
|
||||
- **Distance Settings**: LOD distance settings
|
||||
- **Polygon Counts**: Polygon count per LOD
|
||||
- **Quality Notes**: Quality considerations
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
318
docs/MATERIAL_LIBRARY.md
Normal file
318
docs/MATERIAL_LIBRARY.md
Normal file
@@ -0,0 +1,318 @@
|
||||
# Material Library - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document catalogs all materials in the Dubai Metaverse project, organized by category and usage.
|
||||
|
||||
## Material Organization
|
||||
|
||||
### Folder Structure
|
||||
|
||||
```
|
||||
Content/Assets/Materials/
|
||||
├── M_BuildingLibrary/
|
||||
│ ├── M_Building_Glass_4K
|
||||
│ ├── M_Building_Concrete_4K
|
||||
│ ├── M_Building_Metal_4K
|
||||
│ └── MI_* (Material Instances)
|
||||
├── M_HeroLandmark/
|
||||
│ ├── M_Hero_CayanTower_Glass_8K
|
||||
│ ├── M_Hero_CayanTower_Chrome_8K
|
||||
│ └── MI_* (Material Instances)
|
||||
├── M_Water/
|
||||
│ ├── M_Water_Marina
|
||||
│ └── M_Water_Foam
|
||||
└── MFX/
|
||||
├── MFX_HeatHaze
|
||||
├── MFX_Fingerprint
|
||||
└── MFX_Weathering
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Building Materials
|
||||
|
||||
### Glass Materials
|
||||
|
||||
#### M_Building_Glass_4K
|
||||
- **Type**: Opaque/Translucent
|
||||
- **Usage**: Building windows, facades
|
||||
- **Properties**:
|
||||
- Reflectivity: 0.7-0.9
|
||||
- Roughness: 0.05-0.1
|
||||
- Tint: Slight cool blue/green
|
||||
- **Texture Resolution**: 4K
|
||||
- **Instances**:
|
||||
- `MI_Building_Glass_Blue`
|
||||
- `MI_Building_Glass_Clear`
|
||||
|
||||
#### M_Hero_CayanTower_Glass_8K
|
||||
- **Type**: Translucent
|
||||
- **Usage**: Cayan Tower facade
|
||||
- **Properties**:
|
||||
- Reflectivity: 0.8-0.95
|
||||
- Roughness: 0.05-0.1
|
||||
- Tint: Cool blue/green
|
||||
- **Texture Resolution**: 8K (UDIM)
|
||||
- **Special**: Hero asset material
|
||||
|
||||
---
|
||||
|
||||
### Concrete Materials
|
||||
|
||||
#### M_Building_Concrete_4K
|
||||
- **Type**: Opaque
|
||||
- **Usage**: Building structures, facades
|
||||
- **Properties**:
|
||||
- Reflectivity: 0.1-0.2
|
||||
- Roughness: 0.4-0.6
|
||||
- Color: Neutral gray
|
||||
- **Texture Resolution**: 4K
|
||||
- **Variations**:
|
||||
- Smooth concrete
|
||||
- Textured concrete
|
||||
- Weathered concrete
|
||||
|
||||
---
|
||||
|
||||
### Metal Materials
|
||||
|
||||
#### M_Building_Metal_4K
|
||||
- **Type**: Opaque, Metallic
|
||||
- **Usage**: Metal facades, structural elements
|
||||
- **Properties**:
|
||||
- Reflectivity: 0.5-0.8
|
||||
- Roughness: 0.1-0.3
|
||||
- Metallic: 1.0
|
||||
- **Texture Resolution**: 4K
|
||||
- **Variations**:
|
||||
- Stainless steel
|
||||
- Aluminum
|
||||
- Brushed metal
|
||||
|
||||
#### M_Hero_CayanTower_Chrome_8K
|
||||
- **Type**: Opaque, Highly Metallic
|
||||
- **Usage**: Cayan Tower structural elements
|
||||
- **Properties**:
|
||||
- Reflectivity: 0.9-1.0
|
||||
- Roughness: 0.01-0.05
|
||||
- Metallic: 1.0
|
||||
- **Texture Resolution**: 8K (UDIM)
|
||||
- **Special**: Hero asset material
|
||||
|
||||
---
|
||||
|
||||
## Water Materials
|
||||
|
||||
### M_Water_Marina
|
||||
- **Type**: Translucent
|
||||
- **Usage**: Marina water
|
||||
- **Properties**:
|
||||
- Reflectivity: High
|
||||
- Roughness: Low (smooth surface)
|
||||
- Color: Slight blue/green tint
|
||||
- Animated: Wave animation
|
||||
- **Features**:
|
||||
- Reflections
|
||||
- Caustics (light refraction)
|
||||
- Wave animation
|
||||
- Foam at edges
|
||||
|
||||
### M_Water_Foam
|
||||
- **Type**: Opaque
|
||||
- **Usage**: Water foam, edges
|
||||
- **Properties**:
|
||||
- Emissive: Slight
|
||||
- Roughness: High
|
||||
- Color: White/light blue
|
||||
- **Usage**: Applied as decal or separate mesh
|
||||
|
||||
---
|
||||
|
||||
## Effect Materials
|
||||
|
||||
### MFX_HeatHaze
|
||||
- **Type**: Post-process effect
|
||||
- **Usage**: Heat distortion above hot surfaces
|
||||
- **Properties**:
|
||||
- Distortion intensity
|
||||
- Distance-based falloff
|
||||
- Subtle effect
|
||||
- **Application**: Material function or post-process
|
||||
|
||||
### MFX_Fingerprint
|
||||
- **Type**: Decal material
|
||||
- **Usage**: Surface smudges, fingerprints on glass
|
||||
- **Properties**:
|
||||
- Opacity: Low
|
||||
- Roughness: Slight increase
|
||||
- **Application**: Decal on glass surfaces
|
||||
|
||||
### MFX_Weathering
|
||||
- **Type**: Decal material
|
||||
- **Usage**: Cracks, wear, weathering
|
||||
- **Properties**:
|
||||
- Opacity: Variable
|
||||
- Color: Darker than base
|
||||
- **Application**: Decals on buildings, surfaces
|
||||
|
||||
---
|
||||
|
||||
## Material Instances
|
||||
|
||||
### Purpose
|
||||
|
||||
Material instances allow variation without duplicating base materials, improving performance and maintainability.
|
||||
|
||||
### Naming Convention
|
||||
|
||||
- **Format**: `MI_BaseMaterial_Variant`
|
||||
- **Examples**:
|
||||
- `MI_Building_Glass_Blue`
|
||||
- `MI_Building_Concrete_Dirty`
|
||||
- `MI_Building_Metal_Brushed`
|
||||
|
||||
### Common Variations
|
||||
|
||||
#### Glass Variations
|
||||
- `MI_Building_Glass_Blue` - Blue tint
|
||||
- `MI_Building_Glass_Clear` - Clear
|
||||
- `MI_Building_Glass_Tinted` - Dark tint
|
||||
|
||||
#### Concrete Variations
|
||||
- `MI_Building_Concrete_Smooth` - Smooth finish
|
||||
- `MI_Building_Concrete_Textured` - Textured
|
||||
- `MI_Building_Concrete_Weathered` - Weathered
|
||||
|
||||
#### Metal Variations
|
||||
- `MI_Building_Metal_Stainless` - Stainless steel
|
||||
- `MI_Building_Metal_Aluminum` - Aluminum
|
||||
- `MI_Building_Metal_Brushed` - Brushed finish
|
||||
|
||||
---
|
||||
|
||||
## Material Usage Guidelines
|
||||
|
||||
### When to Use Shared Materials
|
||||
|
||||
- **Same Material Type**: Buildings with same material type
|
||||
- **Performance**: Reduce material count
|
||||
- **Consistency**: Maintain visual consistency
|
||||
|
||||
### When to Create Unique Materials
|
||||
|
||||
- **Hero Assets**: Unique materials for hero assets
|
||||
- **Special Effects**: Special effect materials
|
||||
- **Unique Requirements**: Materials with unique requirements
|
||||
|
||||
### Material Instance Best Practices
|
||||
|
||||
1. **Use Instances**: Use instances for variations
|
||||
2. **Expose Parameters**: Expose parameters for flexibility
|
||||
3. **Document**: Document material usage
|
||||
4. **Organize**: Organize instances logically
|
||||
|
||||
---
|
||||
|
||||
## Texture Requirements
|
||||
|
||||
### Resolution Standards
|
||||
|
||||
- **Hero Assets**: 8K (8192x8192) - UDIM workflow
|
||||
- **Primary Buildings**: 4K (4096x4096)
|
||||
- **Background**: 2K (2048x2048)
|
||||
|
||||
### Texture Sets
|
||||
|
||||
All materials require:
|
||||
- Base Color
|
||||
- Normal
|
||||
- Roughness
|
||||
- Metallic
|
||||
- AO (Ambient Occlusion)
|
||||
|
||||
Optional:
|
||||
- Emissive (for neon, lights)
|
||||
- Height (for parallax/displacement)
|
||||
|
||||
---
|
||||
|
||||
## Performance Considerations
|
||||
|
||||
### Material Complexity
|
||||
|
||||
- **Shader Complexity**: Minimize shader instructions
|
||||
- **Texture Sampling**: Optimize texture sampling
|
||||
- **Parameters**: Limit exposed parameters
|
||||
|
||||
### Optimization
|
||||
|
||||
- **Shared Materials**: Use shared materials
|
||||
- **Instances**: Use material instances
|
||||
- **Texture Streaming**: Enable texture streaming
|
||||
- **Virtual Textures**: Use for large textures (optional)
|
||||
|
||||
---
|
||||
|
||||
## Material Catalog
|
||||
|
||||
### Building Materials
|
||||
|
||||
| Material Name | Type | Resolution | Usage |
|
||||
|---------------|------|------------|-------|
|
||||
| M_Building_Glass_4K | Glass | 4K | Primary buildings |
|
||||
| M_Building_Concrete_4K | Concrete | 4K | Primary buildings |
|
||||
| M_Building_Metal_4K | Metal | 4K | Primary buildings |
|
||||
| M_Hero_CayanTower_Glass_8K | Glass | 8K | Hero asset |
|
||||
| M_Hero_CayanTower_Chrome_8K | Metal | 8K | Hero asset |
|
||||
|
||||
### Water Materials
|
||||
|
||||
| Material Name | Type | Usage |
|
||||
|---------------|------|-------|
|
||||
| M_Water_Marina | Water | Marina water |
|
||||
| M_Water_Foam | Foam | Water foam |
|
||||
|
||||
### Effect Materials
|
||||
|
||||
| Material Name | Type | Usage |
|
||||
|---------------|------|-------|
|
||||
| MFX_HeatHaze | Effect | Heat distortion |
|
||||
| MFX_Fingerprint | Decal | Surface smudges |
|
||||
| MFX_Weathering | Decal | Weathering effects |
|
||||
|
||||
---
|
||||
|
||||
## Material Creation Workflow
|
||||
|
||||
1. **Create Base Material**: Create material with textures
|
||||
2. **Configure Properties**: Set material properties
|
||||
3. **Expose Parameters**: Expose parameters for instances
|
||||
4. **Test**: Test material in level
|
||||
5. **Create Instances**: Create material instances for variations
|
||||
6. **Document**: Document material usage
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: Material too shiny/rough
|
||||
- **Solution**: Adjust roughness values
|
||||
- **Solution**: Check metallic values
|
||||
|
||||
**Issue**: Material not displaying correctly
|
||||
- **Solution**: Check texture assignment
|
||||
- **Solution**: Verify sRGB settings
|
||||
|
||||
**Issue**: Performance issues
|
||||
- **Solution**: Optimize shader complexity
|
||||
- **Solution**: Use material instances
|
||||
- **Solution**: Enable texture streaming
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
358
docs/METAHUMAN_PIPELINE.md
Normal file
358
docs/METAHUMAN_PIPELINE.md
Normal file
@@ -0,0 +1,358 @@
|
||||
# MetaHuman Pipeline - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the MetaHuman creation and integration pipeline for the Dubai Metaverse project.
|
||||
|
||||
## MetaHuman Framework
|
||||
|
||||
### What are MetaHumans?
|
||||
|
||||
MetaHumans are Unreal Engine's high-fidelity digital humans created using the MetaHuman Creator. They provide photorealistic human characters with advanced facial animation capabilities.
|
||||
|
||||
### MetaHuman Creator
|
||||
|
||||
**Tool**: MetaHuman Creator (web-based or plugin)
|
||||
|
||||
**Features**:
|
||||
- High-quality human models
|
||||
- Extensive customization
|
||||
- Realistic facial features
|
||||
- Hair and clothing options
|
||||
|
||||
---
|
||||
|
||||
## MetaHuman Creation
|
||||
|
||||
### Step 1: Access MetaHuman Creator
|
||||
|
||||
1. **Epic Games Account**: Sign in to Epic Games account
|
||||
2. **MetaHuman Creator**: Access via web or Unreal plugin
|
||||
3. **Create New MetaHuman**: Start new MetaHuman creation
|
||||
|
||||
### Step 2: Base Character
|
||||
|
||||
1. **Preset Selection**: Choose base preset
|
||||
2. **Gender**: Select gender
|
||||
3. **Age**: Adjust age
|
||||
4. **Ethnicity**: Select ethnicity (Dubai multicultural mix)
|
||||
|
||||
### Step 3: Facial Features
|
||||
|
||||
1. **Face Shape**: Adjust face shape
|
||||
2. **Eyes**: Customize eyes
|
||||
3. **Nose**: Customize nose
|
||||
4. **Mouth**: Customize mouth
|
||||
5. **Ears**: Customize ears
|
||||
6. **Skin**: Adjust skin tone and features
|
||||
|
||||
### Step 4: Hair and Appearance
|
||||
|
||||
1. **Hair**: Select hair style and color
|
||||
2. **Eyebrows**: Customize eyebrows
|
||||
3. **Facial Hair**: Add facial hair (if applicable)
|
||||
4. **Makeup**: Add makeup (if applicable)
|
||||
|
||||
### Step 5: Clothing
|
||||
|
||||
1. **Outfit**: Select clothing style
|
||||
2. **Colors**: Adjust clothing colors
|
||||
3. **Accessories**: Add accessories (optional)
|
||||
|
||||
### Step 6: Export
|
||||
|
||||
1. **Review**: Review MetaHuman
|
||||
2. **Export**: Export to Unreal Engine
|
||||
3. **Save**: Save MetaHuman asset
|
||||
|
||||
---
|
||||
|
||||
## Import to Unreal Engine
|
||||
|
||||
### Import Process
|
||||
|
||||
1. **MetaHuman Plugin**: Ensure MetaHuman plugin is enabled
|
||||
2. **Import**: Import MetaHuman from MetaHuman Creator
|
||||
3. **Validation**: Verify import is successful
|
||||
4. **Placement**: Place in level
|
||||
|
||||
### Asset Organization
|
||||
|
||||
```
|
||||
Content/Assets/Characters/MetaHumans/
|
||||
├── MH_Dubai_01/
|
||||
│ ├── SK_Character_Male_01
|
||||
│ ├── [Animation assets]
|
||||
│ └── [Material assets]
|
||||
├── MH_Dubai_02/
|
||||
└── ...
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Animation Setup
|
||||
|
||||
### Animation Blueprints
|
||||
|
||||
#### ABP_NPC_Walk
|
||||
|
||||
**Walking animation blueprint**
|
||||
|
||||
- **Locomotion**: Walking animations
|
||||
- **Blend Spaces**: Speed-based blending
|
||||
- **Transitions**: Smooth transitions
|
||||
|
||||
#### ABP_NPC_Sit
|
||||
|
||||
**Sitting animation blueprint**
|
||||
|
||||
- **Idle Sitting**: Sitting idle animations
|
||||
- **Sitting Variations**: Different sitting poses
|
||||
|
||||
#### ABP_NPC_Phone
|
||||
|
||||
**Phone usage animation blueprint**
|
||||
|
||||
- **Phone Usage**: Using phone animations
|
||||
- **Variations**: Different phone poses
|
||||
|
||||
#### ABP_NPC_Gestures
|
||||
|
||||
**Gesture animation blueprint**
|
||||
|
||||
- **Gestures**: Hand gestures, talking
|
||||
- **Variations**: Different gesture types
|
||||
|
||||
### Animation Assets
|
||||
|
||||
- **AM_Walking**: Walking animation
|
||||
- **AM_Sitting**: Sitting animation
|
||||
- **AM_PhoneUsage**: Phone usage animation
|
||||
- **AM_Gestures**: Gesture animations
|
||||
|
||||
---
|
||||
|
||||
## Behavior Trees
|
||||
|
||||
### BT_NPC_Wander
|
||||
|
||||
**Wandering behavior for NPCs**
|
||||
|
||||
#### Behavior
|
||||
|
||||
1. **Random Movement**: Move to random locations
|
||||
2. **Wait**: Wait at locations
|
||||
3. **Repeat**: Repeat wandering pattern
|
||||
|
||||
#### Implementation
|
||||
|
||||
- **Blackboard**: Store target location
|
||||
- **Tasks**: Move to location, wait
|
||||
- **Decorators**: Conditions for behavior
|
||||
|
||||
### BT_NPC_Social
|
||||
|
||||
**Social behavior for NPCs**
|
||||
|
||||
#### Behavior
|
||||
|
||||
1. **Group Formation**: Form groups with other NPCs
|
||||
2. **Conversation**: Simulate conversation
|
||||
3. **Gestures**: Use gestures during conversation
|
||||
|
||||
#### Implementation
|
||||
|
||||
- **Blackboard**: Store group members, conversation state
|
||||
- **Tasks**: Group formation, conversation
|
||||
- **Decorators**: Social conditions
|
||||
|
||||
### BT_NPC_Phone
|
||||
|
||||
**Phone usage behavior**
|
||||
|
||||
#### Behavior
|
||||
|
||||
1. **Phone Usage**: Use phone at intervals
|
||||
2. **Walking with Phone**: Walk while using phone
|
||||
3. **Stop and Use**: Stop to use phone
|
||||
|
||||
#### Implementation
|
||||
|
||||
- **Blackboard**: Store phone usage state
|
||||
- **Tasks**: Phone usage, movement
|
||||
- **Decorators**: Phone usage conditions
|
||||
|
||||
---
|
||||
|
||||
## NPC Controller
|
||||
|
||||
### BP_NPCController
|
||||
|
||||
**AI controller for NPCs**
|
||||
|
||||
### Components
|
||||
|
||||
1. **Behavior Tree**: Reference to behavior tree
|
||||
2. **Blackboard**: NPC state and data
|
||||
3. **Perception**: AI perception (sight, hearing)
|
||||
4. **Movement**: AI movement component
|
||||
|
||||
### Settings
|
||||
|
||||
- **Behavior Tree**: Assign behavior tree
|
||||
- **Perception**: Configure perception settings
|
||||
- **Movement**: Configure movement settings
|
||||
|
||||
---
|
||||
|
||||
## ChatGPT Integration (Optional)
|
||||
|
||||
### BP_DialogueSystem
|
||||
|
||||
**ChatGPT-powered dialogue system**
|
||||
|
||||
### Implementation
|
||||
|
||||
1. **API Integration**: Integrate ChatGPT API
|
||||
2. **Dialogue Generation**: Generate dynamic dialogue
|
||||
3. **NPC Responses**: NPC responds to player
|
||||
4. **Context Awareness**: Context-aware dialogue
|
||||
|
||||
### Setup
|
||||
|
||||
1. **API Key**: Store API key securely (not in repository)
|
||||
2. **API Client**: Create API client
|
||||
3. **Dialogue Handler**: Handle dialogue requests
|
||||
4. **Response Processing**: Process API responses
|
||||
|
||||
### Usage
|
||||
|
||||
1. **Player Interaction**: Player interacts with NPC
|
||||
2. **Dialogue Request**: Request dialogue from ChatGPT
|
||||
3. **NPC Response**: NPC speaks generated dialogue
|
||||
4. **Continuation**: Continue conversation
|
||||
|
||||
---
|
||||
|
||||
## MetaHuman Animator
|
||||
|
||||
### Facial Capture
|
||||
|
||||
**Purpose**: Capture facial animation for MetaHumans
|
||||
|
||||
### Setup
|
||||
|
||||
1. **MetaHuman Animator Plugin**: Enable plugin
|
||||
2. **Camera Setup**: Set up camera for capture
|
||||
3. **Calibration**: Calibrate facial capture
|
||||
4. **Recording**: Record facial animation
|
||||
|
||||
### Usage
|
||||
|
||||
1. **Record**: Record facial performance
|
||||
2. **Process**: Process facial capture
|
||||
3. **Apply**: Apply to MetaHuman
|
||||
4. **Refine**: Refine animation
|
||||
|
||||
---
|
||||
|
||||
## NPC Placement
|
||||
|
||||
### Placement Strategy
|
||||
|
||||
1. **Density**: Moderate NPC density
|
||||
2. **Distribution**: Distribute across district
|
||||
3. **Groups**: Place NPCs in social groups
|
||||
4. **Activities**: Place NPCs in activity areas
|
||||
|
||||
### Areas
|
||||
|
||||
- **Marina Promenade**: Pedestrians walking
|
||||
- **Cafes**: NPCs sitting, socializing
|
||||
- **Roads**: NPCs walking along roads
|
||||
- **Parks**: NPCs in parks, green spaces
|
||||
|
||||
---
|
||||
|
||||
## Performance Optimization
|
||||
|
||||
### NPC Optimization
|
||||
|
||||
1. **LODs**: Use LODs for distant NPCs
|
||||
2. **Culling**: Cull NPCs outside view
|
||||
3. **Instancing**: Use instanced meshes where possible
|
||||
4. **Animation**: Optimize animation complexity
|
||||
|
||||
### Behavior Optimization
|
||||
|
||||
1. **Update Frequency**: Optimize behavior tree updates
|
||||
2. **Perception**: Optimize perception checks
|
||||
3. **Pathfinding**: Optimize pathfinding
|
||||
|
||||
---
|
||||
|
||||
## Testing
|
||||
|
||||
### NPC Testing
|
||||
|
||||
1. **Behavior**: Test NPC behavior
|
||||
2. **Animation**: Test animations
|
||||
3. **Performance**: Test performance with NPCs
|
||||
4. **Interactions**: Test NPC interactions
|
||||
|
||||
### Dialogue Testing
|
||||
|
||||
1. **ChatGPT Integration**: Test API integration
|
||||
2. **Dialogue Quality**: Test dialogue quality
|
||||
3. **Response Time**: Test response time
|
||||
4. **Context**: Test context awareness
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: MetaHuman not importing
|
||||
- **Solution**: Check MetaHuman plugin is enabled
|
||||
- **Solution**: Verify MetaHuman Creator connection
|
||||
|
||||
**Issue**: Animations not working
|
||||
- **Solution**: Check animation blueprint setup
|
||||
- **Solution**: Verify animation assets are assigned
|
||||
|
||||
**Issue**: Behavior tree not executing
|
||||
- **Solution**: Check behavior tree assignment
|
||||
- **Solution**: Verify blackboard setup
|
||||
|
||||
**Issue**: Performance issues
|
||||
- **Solution**: Reduce NPC count
|
||||
- **Solution**: Use LODs
|
||||
- **Solution**: Optimize behavior trees
|
||||
|
||||
---
|
||||
|
||||
## Documentation
|
||||
|
||||
### MetaHuman Catalog
|
||||
|
||||
Document each MetaHuman:
|
||||
- Name
|
||||
- Appearance
|
||||
- Clothing
|
||||
- Behavior
|
||||
- Usage
|
||||
|
||||
### Behavior Documentation
|
||||
|
||||
Document behavior trees:
|
||||
- Behavior description
|
||||
- Blackboard variables
|
||||
- Tasks and decorators
|
||||
- Usage
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
342
docs/NPC_BEHAVIOR.md
Normal file
342
docs/NPC_BEHAVIOR.md
Normal file
@@ -0,0 +1,342 @@
|
||||
# NPC Behavior System - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the NPC behavior system implementation using behavior trees and AI controllers.
|
||||
|
||||
## Behavior Tree System
|
||||
|
||||
### Overview
|
||||
|
||||
Behavior Trees are visual scripting systems for AI behavior. They define how NPCs make decisions and perform actions.
|
||||
|
||||
### Components
|
||||
|
||||
1. **Behavior Tree**: Visual graph defining behavior
|
||||
2. **Blackboard**: Data storage for behavior
|
||||
3. **Tasks**: Actions NPCs perform
|
||||
4. **Decorators**: Conditions for behavior
|
||||
5. **Services**: Periodic updates
|
||||
|
||||
---
|
||||
|
||||
## Behavior Trees
|
||||
|
||||
### BT_NPC_Wander
|
||||
|
||||
**Purpose**: NPCs wander around the district
|
||||
|
||||
#### Structure
|
||||
|
||||
```
|
||||
Selector
|
||||
├── Sequence (Move to Location)
|
||||
│ ├── Decorator: Has Target Location?
|
||||
│ ├── Task: Move to Location
|
||||
│ └── Task: Wait at Location
|
||||
└── Task: Find Random Location
|
||||
```
|
||||
|
||||
#### Blackboard Variables
|
||||
|
||||
- **TargetLocation**: Vector (target location)
|
||||
- **WaitTime**: Float (wait duration)
|
||||
- **WanderRadius**: Float (wander area)
|
||||
|
||||
#### Tasks
|
||||
|
||||
- **FindRandomLocation**: Find random location within radius
|
||||
- **MoveToLocation**: Move to target location
|
||||
- **WaitAtLocation**: Wait at location for duration
|
||||
|
||||
#### Decorators
|
||||
|
||||
- **HasTargetLocation**: Check if target location exists
|
||||
- **IsAtLocation**: Check if at target location
|
||||
|
||||
---
|
||||
|
||||
### BT_NPC_Social
|
||||
|
||||
**Purpose**: NPCs form groups and socialize
|
||||
|
||||
#### Structure
|
||||
|
||||
```
|
||||
Selector
|
||||
├── Sequence (Social Group)
|
||||
│ ├── Decorator: In Social Group?
|
||||
│ ├── Task: Maintain Group Formation
|
||||
│ └── Task: Social Gestures
|
||||
└── Task: Find Social Group
|
||||
```
|
||||
|
||||
#### Blackboard Variables
|
||||
|
||||
- **GroupMembers**: Array (other NPCs in group)
|
||||
- **GroupLocation**: Vector (group location)
|
||||
- **ConversationState**: Enum (conversation state)
|
||||
|
||||
#### Tasks
|
||||
|
||||
- **FindSocialGroup**: Find nearby NPCs to group with
|
||||
- **MaintainGroupFormation**: Maintain group formation
|
||||
- **SocialGestures**: Perform social gestures
|
||||
- **Conversation**: Simulate conversation
|
||||
|
||||
#### Decorators
|
||||
|
||||
- **InSocialGroup**: Check if in social group
|
||||
- **NearOtherNPCs**: Check if near other NPCs
|
||||
|
||||
---
|
||||
|
||||
### BT_NPC_Phone
|
||||
|
||||
**Purpose**: NPCs use phones
|
||||
|
||||
#### Structure
|
||||
|
||||
```
|
||||
Selector
|
||||
├── Sequence (Use Phone)
|
||||
│ ├── Decorator: Should Use Phone?
|
||||
│ ├── Task: Stop Movement
|
||||
│ └── Task: Use Phone Animation
|
||||
└── Task: Continue Movement
|
||||
```
|
||||
|
||||
#### Blackboard Variables
|
||||
|
||||
- **PhoneUsageState**: Enum (using phone, not using)
|
||||
- **PhoneUsageTime**: Float (phone usage duration)
|
||||
- **LastPhoneUsage**: Float (time since last usage)
|
||||
|
||||
#### Tasks
|
||||
|
||||
- **StartPhoneUsage**: Start using phone
|
||||
- **UsePhoneAnimation**: Play phone usage animation
|
||||
- **StopPhoneUsage**: Stop using phone
|
||||
- **WalkWithPhone**: Walk while using phone (optional)
|
||||
|
||||
#### Decorators
|
||||
|
||||
- **ShouldUsePhone**: Check if should use phone
|
||||
- **IsUsingPhone**: Check if currently using phone
|
||||
|
||||
---
|
||||
|
||||
## NPC Controller
|
||||
|
||||
### BP_NPCController
|
||||
|
||||
**AI controller for NPCs**
|
||||
|
||||
### Components
|
||||
|
||||
1. **Behavior Tree Component**: Reference to behavior tree
|
||||
2. **Blackboard Component**: NPC state and data
|
||||
3. **Perception Component**: AI perception
|
||||
4. **Path Following Component**: Path following
|
||||
|
||||
### Settings
|
||||
|
||||
#### Behavior Tree
|
||||
|
||||
- **Behavior Tree Asset**: Assign behavior tree
|
||||
- **Start Behavior**: Auto-start behavior tree
|
||||
|
||||
#### Blackboard
|
||||
|
||||
- **Blackboard Asset**: Assign blackboard
|
||||
- **Initial Values**: Set initial values
|
||||
|
||||
#### Perception
|
||||
|
||||
- **Sight Config**: Configure sight perception
|
||||
- **Hearing Config**: Configure hearing perception (optional)
|
||||
- **Perception Range**: Set perception range
|
||||
|
||||
#### Movement
|
||||
|
||||
- **Movement Speed**: Set movement speed
|
||||
- **Acceleration**: Set acceleration
|
||||
- **Rotation Rate**: Set rotation rate
|
||||
|
||||
---
|
||||
|
||||
## Blackboard Variables
|
||||
|
||||
### Common Variables
|
||||
|
||||
- **TargetLocation**: Vector (target location)
|
||||
- **CurrentState**: Enum (current behavior state)
|
||||
- **WaitTime**: Float (wait duration)
|
||||
- **LastUpdate**: Float (time since last update)
|
||||
|
||||
### Social Variables
|
||||
|
||||
- **GroupMembers**: Array (group members)
|
||||
- **GroupLocation**: Vector (group location)
|
||||
- **ConversationState**: Enum (conversation state)
|
||||
|
||||
### Phone Variables
|
||||
|
||||
- **PhoneUsageState**: Enum (phone usage state)
|
||||
- **PhoneUsageTime**: Float (phone usage duration)
|
||||
|
||||
---
|
||||
|
||||
## Task Implementation
|
||||
|
||||
### Movement Tasks
|
||||
|
||||
#### MoveToLocation
|
||||
|
||||
- **Purpose**: Move NPC to target location
|
||||
- **Implementation**: Use AI Move To node
|
||||
- **Parameters**: Target location, acceptance radius
|
||||
|
||||
#### WaitAtLocation
|
||||
|
||||
- **Purpose**: Wait at location for duration
|
||||
- **Implementation**: Wait for specified time
|
||||
- **Parameters**: Wait duration
|
||||
|
||||
### Social Tasks
|
||||
|
||||
#### FindSocialGroup
|
||||
|
||||
- **Purpose**: Find nearby NPCs to group with
|
||||
- **Implementation**: Query nearby NPCs
|
||||
- **Parameters**: Search radius, max group size
|
||||
|
||||
#### MaintainGroupFormation
|
||||
|
||||
- **Purpose**: Maintain group formation
|
||||
- **Implementation**: Adjust position relative to group
|
||||
- **Parameters**: Formation type, spacing
|
||||
|
||||
### Phone Tasks
|
||||
|
||||
#### StartPhoneUsage
|
||||
|
||||
- **Purpose**: Start using phone
|
||||
- **Implementation**: Set phone usage state, play animation
|
||||
- **Parameters**: Phone usage duration
|
||||
|
||||
#### UsePhoneAnimation
|
||||
|
||||
- **Purpose**: Play phone usage animation
|
||||
- **Implementation**: Play animation blueprint
|
||||
- **Parameters**: Animation type
|
||||
|
||||
---
|
||||
|
||||
## Decorator Implementation
|
||||
|
||||
### Condition Decorators
|
||||
|
||||
#### HasTargetLocation
|
||||
|
||||
- **Purpose**: Check if target location exists
|
||||
- **Implementation**: Check blackboard variable
|
||||
- **Returns**: True if target location exists
|
||||
|
||||
#### IsAtLocation
|
||||
|
||||
- **Purpose**: Check if at target location
|
||||
- **Implementation**: Check distance to target
|
||||
- **Returns**: True if within acceptance radius
|
||||
|
||||
#### ShouldUsePhone
|
||||
|
||||
- **Purpose**: Check if should use phone
|
||||
- **Implementation**: Check time since last usage, random chance
|
||||
- **Returns**: True if should use phone
|
||||
|
||||
---
|
||||
|
||||
## Performance Optimization
|
||||
|
||||
### Behavior Tree Optimization
|
||||
|
||||
1. **Update Frequency**: Optimize behavior tree tick rate
|
||||
2. **Task Efficiency**: Optimize task execution
|
||||
3. **Decorator Efficiency**: Optimize decorator checks
|
||||
4. **Blackboard**: Minimize blackboard updates
|
||||
|
||||
### Perception Optimization
|
||||
|
||||
1. **Perception Range**: Limit perception range
|
||||
2. **Update Frequency**: Optimize perception updates
|
||||
3. **Filtering**: Filter perception results
|
||||
|
||||
### Pathfinding Optimization
|
||||
|
||||
1. **Pathfinding Frequency**: Optimize pathfinding updates
|
||||
2. **Path Length**: Limit path length
|
||||
3. **Caching**: Cache paths when possible
|
||||
|
||||
---
|
||||
|
||||
## Testing
|
||||
|
||||
### Behavior Testing
|
||||
|
||||
1. **Wander Behavior**: Test NPCs wander correctly
|
||||
2. **Social Behavior**: Test NPCs form groups
|
||||
3. **Phone Behavior**: Test NPCs use phones
|
||||
4. **Transitions**: Test behavior transitions
|
||||
|
||||
### Performance Testing
|
||||
|
||||
1. **NPC Count**: Test with different NPC counts
|
||||
2. **Frame Rate**: Test frame rate impact
|
||||
3. **Memory**: Test memory usage
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: NPCs not moving
|
||||
- **Solution**: Check behavior tree is assigned
|
||||
- **Solution**: Verify movement component
|
||||
|
||||
**Issue**: Behavior not executing
|
||||
- **Solution**: Check behavior tree setup
|
||||
- **Solution**: Verify blackboard variables
|
||||
|
||||
**Issue**: Performance issues
|
||||
- **Solution**: Optimize behavior tree updates
|
||||
- **Solution**: Reduce NPC count
|
||||
- **Solution**: Optimize perception
|
||||
|
||||
---
|
||||
|
||||
## Documentation
|
||||
|
||||
### Behavior Documentation
|
||||
|
||||
Document each behavior tree:
|
||||
- Purpose
|
||||
- Structure
|
||||
- Blackboard variables
|
||||
- Tasks and decorators
|
||||
- Usage
|
||||
|
||||
### NPC Catalog
|
||||
|
||||
Document NPC types:
|
||||
- Appearance
|
||||
- Behavior
|
||||
- Placement
|
||||
- Usage
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
285
docs/NPC_DIALOGUE.md
Normal file
285
docs/NPC_DIALOGUE.md
Normal file
@@ -0,0 +1,285 @@
|
||||
# NPC Dialogue System - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the ChatGPT-powered dynamic dialogue system for NPCs in the Dubai Metaverse project (optional feature).
|
||||
|
||||
## System Architecture
|
||||
|
||||
### Overview
|
||||
|
||||
The dialogue system integrates ChatGPT API to generate dynamic, context-aware dialogue for NPCs, allowing for natural conversations with players.
|
||||
|
||||
### Components
|
||||
|
||||
1. **BP_DialogueSystem**: Main dialogue system blueprint
|
||||
2. **API Integration**: ChatGPT API client
|
||||
3. **Dialogue Handler**: Handles dialogue requests and responses
|
||||
4. **NPC Integration**: Integrates with NPC behavior system
|
||||
|
||||
---
|
||||
|
||||
## ChatGPT API Integration
|
||||
|
||||
### API Setup
|
||||
|
||||
1. **API Key**: Obtain ChatGPT API key from OpenAI
|
||||
2. **Secure Storage**: Store API key securely (environment variable, not in repository)
|
||||
3. **API Client**: Create API client in blueprint or C++
|
||||
4. **Configuration**: Configure API endpoint and settings
|
||||
|
||||
### API Configuration
|
||||
|
||||
- **Model**: GPT-3.5-turbo or GPT-4
|
||||
- **Temperature**: 0.7-0.9 (creative but coherent)
|
||||
- **Max Tokens**: 100-200 (concise responses)
|
||||
- **System Prompt**: Define NPC personality and context
|
||||
|
||||
---
|
||||
|
||||
## Dialogue System Blueprint
|
||||
|
||||
### BP_DialogueSystem
|
||||
|
||||
**Main dialogue system controller**
|
||||
|
||||
### Functions
|
||||
|
||||
#### RequestDialogue
|
||||
|
||||
- **Purpose**: Request dialogue from ChatGPT
|
||||
- **Input**: Player message, NPC context
|
||||
- **Output**: Generated dialogue response
|
||||
- **Implementation**: API call to ChatGPT
|
||||
|
||||
#### ProcessResponse
|
||||
|
||||
- **Purpose**: Process API response
|
||||
- **Input**: API response
|
||||
- **Output**: Formatted dialogue
|
||||
- **Implementation**: Parse and format response
|
||||
|
||||
#### GetNPCContext
|
||||
|
||||
- **Purpose**: Get NPC context for dialogue
|
||||
- **Input**: NPC reference
|
||||
- **Output**: NPC context (name, location, personality)
|
||||
- **Implementation**: Gather NPC information
|
||||
|
||||
---
|
||||
|
||||
## NPC Context
|
||||
|
||||
### Context Information
|
||||
|
||||
#### NPC Identity
|
||||
|
||||
- **Name**: NPC name
|
||||
- **Role**: NPC role (tourist, resident, business person)
|
||||
- **Personality**: Personality traits
|
||||
- **Background**: Background information
|
||||
|
||||
#### Location Context
|
||||
|
||||
- **Current Location**: Where NPC is located
|
||||
- **District**: Dubai Marina
|
||||
- **Landmarks**: Nearby landmarks
|
||||
- **Activities**: Current activities
|
||||
|
||||
#### Conversation Context
|
||||
|
||||
- **Previous Messages**: Conversation history
|
||||
- **Topic**: Current conversation topic
|
||||
- **Mood**: NPC mood/emotional state
|
||||
|
||||
---
|
||||
|
||||
## System Prompts
|
||||
|
||||
### NPC Personality Prompts
|
||||
|
||||
#### Example: Tourist NPC
|
||||
|
||||
```
|
||||
You are a tourist visiting Dubai Marina. You are friendly, curious, and excited about Dubai.
|
||||
You speak in a casual, enthusiastic manner. Keep responses brief (1-2 sentences).
|
||||
You know about Dubai Marina, Cayan Tower, and the luxury lifestyle in Dubai.
|
||||
```
|
||||
|
||||
#### Example: Resident NPC
|
||||
|
||||
```
|
||||
You are a resident of Dubai Marina. You are knowledgeable about the area, professional,
|
||||
and helpful. You speak in a friendly but professional manner. Keep responses brief (1-2 sentences).
|
||||
You know about local restaurants, shops, and the Marina lifestyle.
|
||||
```
|
||||
|
||||
#### Example: Business Person NPC
|
||||
|
||||
```
|
||||
You are a business person in Dubai. You are professional, busy, and focused.
|
||||
You speak in a professional, concise manner. Keep responses brief (1-2 sentences).
|
||||
You know about business in Dubai, the financial district, and professional services.
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Dialogue Flow
|
||||
|
||||
### Player Interaction
|
||||
|
||||
1. **Player Approaches NPC**: Player interacts with NPC
|
||||
2. **Dialogue UI**: Dialogue UI appears
|
||||
3. **Player Input**: Player types or selects message
|
||||
4. **Dialogue Request**: System requests dialogue from ChatGPT
|
||||
5. **NPC Response**: NPC speaks generated dialogue
|
||||
6. **Continuation**: Conversation continues
|
||||
|
||||
### Implementation
|
||||
|
||||
1. **Interaction System**: Use interaction system to trigger dialogue
|
||||
2. **UI Widget**: Create dialogue UI widget
|
||||
3. **API Call**: Make API call to ChatGPT
|
||||
4. **Response Processing**: Process and display response
|
||||
5. **Audio**: Play NPC voice (optional, text-to-speech)
|
||||
|
||||
---
|
||||
|
||||
## API Integration Script
|
||||
|
||||
### npc_dialogue_api.py
|
||||
|
||||
**Python script for API integration (optional)**
|
||||
|
||||
### Functions
|
||||
|
||||
- **send_dialogue_request**: Send request to ChatGPT API
|
||||
- **process_response**: Process API response
|
||||
- **format_dialogue**: Format dialogue for display
|
||||
|
||||
### Usage
|
||||
|
||||
- **Standalone**: Run as standalone service
|
||||
- **Integration**: Integrate with Unreal via HTTP requests
|
||||
- **Caching**: Cache responses for performance
|
||||
|
||||
---
|
||||
|
||||
## Performance Considerations
|
||||
|
||||
### Optimization
|
||||
|
||||
1. **Caching**: Cache common responses
|
||||
2. **Rate Limiting**: Limit API calls per NPC
|
||||
3. **Response Time**: Optimize for quick responses
|
||||
4. **Fallback**: Fallback to pre-written dialogue if API fails
|
||||
|
||||
### Cost Management
|
||||
|
||||
1. **API Costs**: Monitor API usage and costs
|
||||
2. **Token Limits**: Limit tokens per request
|
||||
3. **Request Frequency**: Limit request frequency
|
||||
4. **Caching**: Cache responses to reduce API calls
|
||||
|
||||
---
|
||||
|
||||
## Security
|
||||
|
||||
### API Key Security
|
||||
|
||||
- **Never Commit**: Never commit API keys to repository
|
||||
- **Environment Variables**: Use environment variables
|
||||
- **Secure Storage**: Store keys securely
|
||||
- **Access Control**: Limit access to API keys
|
||||
|
||||
### Input Validation
|
||||
|
||||
- **Sanitize Input**: Sanitize player input
|
||||
- **Length Limits**: Limit input length
|
||||
- **Content Filtering**: Filter inappropriate content
|
||||
|
||||
---
|
||||
|
||||
## Testing
|
||||
|
||||
### Dialogue Testing
|
||||
|
||||
1. **Quality**: Test dialogue quality
|
||||
2. **Context**: Test context awareness
|
||||
3. **Personality**: Test NPC personality consistency
|
||||
4. **Response Time**: Test response time
|
||||
|
||||
### Integration Testing
|
||||
|
||||
1. **NPC Integration**: Test with NPC system
|
||||
2. **UI Integration**: Test with dialogue UI
|
||||
3. **Performance**: Test performance impact
|
||||
4. **Error Handling**: Test error handling
|
||||
|
||||
---
|
||||
|
||||
## Fallback System
|
||||
|
||||
### Pre-Written Dialogue
|
||||
|
||||
**Fallback if API unavailable**
|
||||
|
||||
- **Greetings**: Pre-written greetings
|
||||
- **Common Responses**: Common response templates
|
||||
- **Topics**: Pre-written dialogue for common topics
|
||||
|
||||
### Implementation
|
||||
|
||||
1. **Dialogue Database**: Store pre-written dialogue
|
||||
2. **Topic Matching**: Match player input to topics
|
||||
3. **Response Selection**: Select appropriate response
|
||||
4. **Fallback Trigger**: Trigger fallback if API fails
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: API not responding
|
||||
- **Solution**: Check API key and connection
|
||||
- **Solution**: Implement fallback system
|
||||
- **Solution**: Check rate limits
|
||||
|
||||
**Issue**: Dialogue quality poor
|
||||
- **Solution**: Refine system prompts
|
||||
- **Solution**: Adjust temperature settings
|
||||
- **Solution**: Improve context information
|
||||
|
||||
**Issue**: Response time too slow
|
||||
- **Solution**: Implement caching
|
||||
- **Solution**: Optimize API calls
|
||||
- **Solution**: Use faster API model
|
||||
|
||||
---
|
||||
|
||||
## Documentation
|
||||
|
||||
### API Documentation
|
||||
|
||||
Document API integration:
|
||||
- API setup
|
||||
- Configuration
|
||||
- Usage
|
||||
- Error handling
|
||||
|
||||
### Dialogue Documentation
|
||||
|
||||
Document dialogue system:
|
||||
- NPC personalities
|
||||
- Context information
|
||||
- System prompts
|
||||
- Usage examples
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
**Note**: This is an optional feature. The project can function without ChatGPT integration using pre-written dialogue or no dialogue system.
|
||||
|
||||
271
docs/PARTICLE_FX.md
Normal file
271
docs/PARTICLE_FX.md
Normal file
@@ -0,0 +1,271 @@
|
||||
# Particle Effects - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document catalogs all particle effects for the Dubai Metaverse project.
|
||||
|
||||
## Particle Systems
|
||||
|
||||
### P_Dust
|
||||
|
||||
**Purpose**: Ambient dust particles in the air
|
||||
|
||||
#### Properties
|
||||
|
||||
- **Type**: GPU Particles
|
||||
- **Spawn Rate**: Low to medium
|
||||
- **Lifetime**: Long (10-30 seconds)
|
||||
- **Size**: Small (0.1-0.5 units)
|
||||
- **Color**: Beige/brown (dust color)
|
||||
- **Movement**: Slow drift, wind-affected
|
||||
|
||||
#### Implementation
|
||||
|
||||
1. **Emitter Setup**:
|
||||
- Spawn rate: 5-10 particles/second
|
||||
- Lifetime: 15-25 seconds
|
||||
- Initial velocity: Low, random
|
||||
|
||||
2. **Visual**:
|
||||
- Texture: Dust particle texture
|
||||
- Size: Small, random variation
|
||||
- Color: Beige/brown, slight variation
|
||||
- Opacity: Low (0.3-0.5)
|
||||
|
||||
3. **Behavior**:
|
||||
- Wind-affected
|
||||
- Gravity: Slight downward
|
||||
- Collision: None (or ground collision)
|
||||
|
||||
#### Placement
|
||||
|
||||
- **Areas**: Open areas, roads, construction sites
|
||||
- **Density**: Low to medium
|
||||
- **Distance**: Visible at medium distance
|
||||
|
||||
---
|
||||
|
||||
### P_HeatDistortion
|
||||
|
||||
**Purpose**: Heat distortion effect above hot surfaces
|
||||
|
||||
#### Properties
|
||||
|
||||
- **Type**: Post-process or material effect
|
||||
- **Intensity**: Subtle
|
||||
- **Distance**: Above hot surfaces (roads, buildings)
|
||||
- **Falloff**: Distance-based
|
||||
|
||||
#### Implementation
|
||||
|
||||
1. **Material Function**:
|
||||
- Create material function
|
||||
- Use distortion node
|
||||
- Apply to surfaces or post-process
|
||||
|
||||
2. **Settings**:
|
||||
- Distortion intensity: 0.1-0.3
|
||||
- Distance falloff: Exponential
|
||||
- Affected by time of day (stronger during day)
|
||||
|
||||
#### Placement
|
||||
|
||||
- **Surfaces**: Roads, building roofs, hot surfaces
|
||||
- **Time**: Stronger during day, weaker at night
|
||||
|
||||
---
|
||||
|
||||
### P_SandBlowing
|
||||
|
||||
**Purpose**: Sand particles blowing in wind
|
||||
|
||||
#### Properties
|
||||
|
||||
- **Type**: GPU Particles
|
||||
- **Spawn Rate**: Medium
|
||||
- **Lifetime**: Short (3-10 seconds)
|
||||
- **Size**: Small to medium (0.2-1.0 units)
|
||||
- **Color**: Sand color (beige/tan)
|
||||
- **Movement**: Fast, wind-affected
|
||||
|
||||
#### Implementation
|
||||
|
||||
1. **Emitter Setup**:
|
||||
- Spawn rate: 10-20 particles/second
|
||||
- Lifetime: 5-8 seconds
|
||||
- Initial velocity: High, wind direction
|
||||
|
||||
2. **Visual**:
|
||||
- Texture: Sand particle texture
|
||||
- Size: Small to medium
|
||||
- Color: Sand color
|
||||
- Opacity: Medium (0.5-0.7)
|
||||
|
||||
3. **Behavior**:
|
||||
- Strong wind effect
|
||||
- Gravity: Downward
|
||||
- Collision: Ground collision
|
||||
|
||||
#### Placement
|
||||
|
||||
- **Areas**: Desert areas, open spaces, windy areas
|
||||
- **Conditions**: Windy conditions, sandstorms (optional)
|
||||
|
||||
---
|
||||
|
||||
### P_Fountain
|
||||
|
||||
**Purpose**: Water fountain particle effects
|
||||
|
||||
#### Properties
|
||||
|
||||
- **Type**: GPU Particles
|
||||
- **Spawn Rate**: High
|
||||
- **Lifetime**: Short (1-3 seconds)
|
||||
- **Size**: Small to medium (0.1-0.8 units)
|
||||
- **Color**: Water color (white/blue)
|
||||
- **Movement**: Upward spray, gravity-affected
|
||||
|
||||
#### Implementation
|
||||
|
||||
1. **Emitter Setup**:
|
||||
- Spawn rate: 50-100 particles/second
|
||||
- Lifetime: 1-2 seconds
|
||||
- Initial velocity: Upward, high
|
||||
|
||||
2. **Visual**:
|
||||
- Texture: Water droplet texture
|
||||
- Size: Small, random variation
|
||||
- Color: White/light blue
|
||||
- Opacity: High (0.7-1.0)
|
||||
|
||||
3. **Behavior**:
|
||||
- Gravity: Strong downward
|
||||
- Collision: Ground/water collision
|
||||
- Splash: Splash effect on impact
|
||||
|
||||
#### Placement
|
||||
|
||||
- **Locations**: Fountains, water features
|
||||
- **Density**: High near fountain, lower at distance
|
||||
|
||||
---
|
||||
|
||||
## Particle System Organization
|
||||
|
||||
### Folder Structure
|
||||
|
||||
```
|
||||
Content/Assets/FX/
|
||||
├── P_Dust.uasset
|
||||
├── P_HeatDistortion.uasset
|
||||
├── P_SandBlowing.uasset
|
||||
├── P_Fountain.uasset
|
||||
└── Textures/
|
||||
├── T_Dust_Particle
|
||||
├── T_Sand_Particle
|
||||
└── T_Water_Droplet
|
||||
```
|
||||
|
||||
### Naming Convention
|
||||
|
||||
- **Format**: `P_EffectName_Type`
|
||||
- **Examples**:
|
||||
- `P_Dust_Ambient`
|
||||
- `P_Fountain_Water`
|
||||
|
||||
---
|
||||
|
||||
## Performance Optimization
|
||||
|
||||
### Particle Optimization
|
||||
|
||||
1. **Spawn Rate**: Optimize spawn rates
|
||||
2. **Lifetime**: Optimize particle lifetime
|
||||
3. **LODs**: Use LODs for particles
|
||||
4. **Culling**: Cull particles outside view
|
||||
|
||||
### GPU Particles
|
||||
|
||||
- **Use GPU Particles**: For better performance
|
||||
- **Limit Count**: Limit particle count
|
||||
- **Optimize Shaders**: Optimize particle shaders
|
||||
|
||||
---
|
||||
|
||||
## Integration
|
||||
|
||||
### With Lighting
|
||||
|
||||
- **Lighting**: Particles respond to lighting
|
||||
- **Shadows**: Particles cast/receive shadows (optional)
|
||||
- **Time of Day**: Particle appearance changes with time
|
||||
|
||||
### With Weather
|
||||
|
||||
- **Wind**: Particles affected by wind
|
||||
- **Weather Conditions**: Particle intensity varies with weather
|
||||
|
||||
### With Audio
|
||||
|
||||
- **Audio Cues**: Trigger audio with particles (optional)
|
||||
- **Synchronization**: Sync particles with audio
|
||||
|
||||
---
|
||||
|
||||
## Testing
|
||||
|
||||
### Visual Testing
|
||||
|
||||
1. **Appearance**: Verify particles look correct
|
||||
2. **Behavior**: Verify particle behavior is realistic
|
||||
3. **Performance**: Test performance with particles
|
||||
|
||||
### Performance Testing
|
||||
|
||||
1. **Frame Rate**: Test frame rate impact
|
||||
2. **Memory**: Test memory usage
|
||||
3. **Optimization**: Test optimization settings
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: Particles not spawning
|
||||
- **Solution**: Check spawn rate settings
|
||||
- **Solution**: Verify emitter is active
|
||||
|
||||
**Issue**: Particles too bright/dark
|
||||
- **Solution**: Adjust color and opacity
|
||||
- **Solution**: Check lighting settings
|
||||
|
||||
**Issue**: Performance issues
|
||||
- **Solution**: Reduce spawn rate
|
||||
- **Solution**: Use LODs
|
||||
- **Solution**: Optimize particle shaders
|
||||
|
||||
---
|
||||
|
||||
## Best Practices
|
||||
|
||||
### Particle Design
|
||||
|
||||
1. **Subtlety**: Keep effects subtle and realistic
|
||||
2. **Performance**: Balance quality and performance
|
||||
3. **Variation**: Add variation for natural look
|
||||
4. **Integration**: Integrate with other systems
|
||||
|
||||
### Workflow
|
||||
|
||||
1. **Prototype**: Prototype effects quickly
|
||||
2. **Iterate**: Iterate based on feedback
|
||||
3. **Optimize**: Optimize for performance
|
||||
4. **Document**: Document particle settings
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
276
docs/PCG_WORKFLOW.md
Normal file
276
docs/PCG_WORKFLOW.md
Normal file
@@ -0,0 +1,276 @@
|
||||
# PCG Workflow - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the Procedural Content Generation (PCG) workflow for the Dubai Metaverse project, including building placement, road props, and vegetation.
|
||||
|
||||
## PCG Framework Basics
|
||||
|
||||
### What is PCG?
|
||||
|
||||
Procedural Content Generation Framework is Unreal Engine 5's built-in system for procedurally placing and generating content in levels. It uses graph-based workflows to define rules for content placement.
|
||||
|
||||
### Key Concepts
|
||||
|
||||
- **PCG Graph**: Visual graph defining placement rules
|
||||
- **Input**: Splines, volumes, points, or other data
|
||||
- **Output**: Placed actors, meshes, or other content
|
||||
- **Rules**: Logic defining how content is placed
|
||||
|
||||
---
|
||||
|
||||
## Building Placement PCG
|
||||
|
||||
### Graph: PCG_BuildingPlacement
|
||||
|
||||
**Purpose**: Procedurally place buildings in the Dubai Marina district
|
||||
|
||||
### Input Data
|
||||
|
||||
- **Building Footprints**: From OpenStreetMap data or manual placement
|
||||
- **Spline Points**: Road network splines
|
||||
- **Volume**: District boundary volume
|
||||
|
||||
### Placement Rules
|
||||
|
||||
1. **Distance from Roads**: Buildings placed 5-10m from road edges
|
||||
2. **Building Spacing**: Minimum 2m spacing between buildings
|
||||
3. **Building Types**:
|
||||
- Residential towers: Near Marina
|
||||
- Commercial: Along main roads
|
||||
- Background: Fill remaining areas
|
||||
4. **Orientation**: Buildings face roads or Marina
|
||||
|
||||
### Output
|
||||
|
||||
- **Static Mesh Actors**: Building meshes placed in level
|
||||
- **Material Instances**: Assigned based on building type
|
||||
- **LODs**: Automatically assigned based on distance
|
||||
|
||||
### Implementation Steps
|
||||
|
||||
1. **Create PCG Graph**:
|
||||
- Create new PCG graph asset: `PCG_BuildingPlacement.pcg`
|
||||
- Add input node (spline or points)
|
||||
|
||||
2. **Define Rules**:
|
||||
- Add "Surface Sampler" node to sample building locations
|
||||
- Add "Point Filter" to filter valid placement points
|
||||
- Add "Spawn Actor" node to place building meshes
|
||||
|
||||
3. **Configure Parameters**:
|
||||
- Building density
|
||||
- Building types
|
||||
- Placement constraints
|
||||
|
||||
4. **Test and Iterate**:
|
||||
- Execute graph
|
||||
- Review placement
|
||||
- Adjust rules as needed
|
||||
|
||||
---
|
||||
|
||||
## Road Props PCG
|
||||
|
||||
### Graph: PCG_RoadProps
|
||||
|
||||
**Purpose**: Place road props (lamp posts, barriers, signs) along roads
|
||||
|
||||
### Input Data
|
||||
|
||||
- **Road Splines**: Road network splines
|
||||
- **Prop Types**: Lamp posts, barriers, signs, etc.
|
||||
|
||||
### Placement Rules
|
||||
|
||||
1. **Lamp Posts**:
|
||||
- Spacing: 20-30m along roads
|
||||
- Placement: Road edges, alternating sides
|
||||
- Height: Match road level
|
||||
|
||||
2. **Barriers**:
|
||||
- Placement: Road medians, pedestrian areas
|
||||
- Spacing: Continuous or 2-5m gaps
|
||||
|
||||
3. **Signs**:
|
||||
- Placement: Road intersections, important locations
|
||||
- Orientation: Face traffic direction
|
||||
|
||||
### Output
|
||||
|
||||
- **Static Mesh Actors**: Prop meshes placed along roads
|
||||
- **Variations**: Random prop variations for variety
|
||||
|
||||
### Implementation Steps
|
||||
|
||||
1. **Create PCG Graph**: `PCG_RoadProps.pcg`
|
||||
2. **Add Spline Sampler**: Sample points along road splines
|
||||
3. **Add Spawn Actor**: Place prop meshes at sampled points
|
||||
4. **Add Variation**: Random prop selection and rotation
|
||||
|
||||
---
|
||||
|
||||
## Vegetation PCG
|
||||
|
||||
### Graph: PCG_Vegetation
|
||||
|
||||
**Purpose**: Place trees, shrubs, and vegetation in the district
|
||||
|
||||
### Input Data
|
||||
|
||||
- **Terrain**: Landscape/terrain data
|
||||
- **Exclusion Zones**: Areas where vegetation shouldn't be placed (roads, buildings)
|
||||
|
||||
### Placement Rules
|
||||
|
||||
1. **Palm Trees**:
|
||||
- Placement: Marina promenade, parks, green spaces
|
||||
- Spacing: 5-10m between trees
|
||||
- Clustering: Group in natural clusters
|
||||
|
||||
2. **Shrubs**:
|
||||
- Placement: Around buildings, along paths
|
||||
- Density: Medium to high
|
||||
- Randomization: Vary size and rotation
|
||||
|
||||
3. **Grass**:
|
||||
- Placement: Open areas, parks
|
||||
- Density: High
|
||||
- Use foliage system for performance
|
||||
|
||||
### Output
|
||||
|
||||
- **Static Mesh Actors**: Tree and shrub meshes
|
||||
- **Foliage Instances**: Grass and small vegetation
|
||||
- **Variations**: Random size, rotation, and type
|
||||
|
||||
### Implementation Steps
|
||||
|
||||
1. **Create PCG Graph**: `PCG_Vegetation.pcg`
|
||||
2. **Add Surface Sampler**: Sample terrain surface
|
||||
3. **Add Exclusion Filter**: Exclude roads and buildings
|
||||
4. **Add Spawn Actor**: Place vegetation meshes
|
||||
5. **Add Variation**: Randomize size and rotation
|
||||
|
||||
---
|
||||
|
||||
## Traffic PCG
|
||||
|
||||
### Graph: PCG_Traffic
|
||||
|
||||
**Purpose**: Generate AI traffic on roads
|
||||
|
||||
### Input Data
|
||||
|
||||
- **Road Splines**: Road network for traffic paths
|
||||
- **Vehicle Types**: Car, SUV, supercar variants
|
||||
|
||||
### Placement Rules
|
||||
|
||||
1. **Vehicle Spawning**:
|
||||
- Spawn points: Road intersections, entry points
|
||||
- Density: Moderate (not too crowded)
|
||||
- Types: Mix of vehicle types
|
||||
|
||||
2. **Traffic Flow**:
|
||||
- Direction: Follow road direction
|
||||
- Speed: Vary by vehicle type
|
||||
- Behavior: Use Chaos Vehicle AI
|
||||
|
||||
### Output
|
||||
|
||||
- **Vehicle Actors**: Spawned vehicles on roads
|
||||
- **AI Controllers**: Vehicle AI for movement
|
||||
- **Traffic Flow**: Realistic traffic patterns
|
||||
|
||||
### Implementation Steps
|
||||
|
||||
1. **Create PCG Graph**: `PCG_Traffic.pcg`
|
||||
2. **Add Spline Sampler**: Sample road splines
|
||||
3. **Add Spawn Actor**: Spawn vehicle blueprints
|
||||
4. **Configure AI**: Set up vehicle AI controllers
|
||||
|
||||
---
|
||||
|
||||
## PCG Graph Organization
|
||||
|
||||
### Folder Structure
|
||||
|
||||
```
|
||||
Content/PCG/
|
||||
├── PCG_BuildingPlacement.pcg
|
||||
├── PCG_RoadProps.pcg
|
||||
├── PCG_Vegetation.pcg
|
||||
├── PCG_Traffic.pcg
|
||||
└── SubGraphs/
|
||||
├── PCG_BuildingRules.pcg
|
||||
└── PCG_PropRules.pcg
|
||||
```
|
||||
|
||||
### Naming Convention
|
||||
|
||||
- **Format**: `PCG_SystemName_Purpose.pcg`
|
||||
- **Examples**:
|
||||
- `PCG_BuildingPlacement.pcg`
|
||||
- `PCG_RoadProps_LampPosts.pcg`
|
||||
|
||||
---
|
||||
|
||||
## Best Practices
|
||||
|
||||
### Performance
|
||||
|
||||
1. **Baking**: Bake PCG output to static meshes for performance
|
||||
2. **LODs**: Use LOD system for distant content
|
||||
3. **Culling**: Use distance culling for props
|
||||
4. **Instancing**: Use instanced static meshes where possible
|
||||
|
||||
### Quality
|
||||
|
||||
1. **Variation**: Add randomization for natural look
|
||||
2. **Rules**: Define clear placement rules
|
||||
3. **Validation**: Validate output quality
|
||||
4. **Iteration**: Iterate on rules until satisfied
|
||||
|
||||
### Workflow
|
||||
|
||||
1. **Start Simple**: Begin with basic placement rules
|
||||
2. **Iterate**: Refine rules based on output
|
||||
3. **Test**: Test in level regularly
|
||||
4. **Document**: Document rules and parameters
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: Buildings overlapping
|
||||
- **Solution**: Add minimum distance filter
|
||||
|
||||
**Issue**: Props not placing correctly
|
||||
- **Solution**: Check spline direction and sampling
|
||||
|
||||
**Issue**: Performance issues
|
||||
- **Solution**: Bake to static meshes, use LODs
|
||||
|
||||
**Issue**: Vegetation in wrong areas
|
||||
- **Solution**: Add exclusion zones/filters
|
||||
|
||||
---
|
||||
|
||||
## Validation
|
||||
|
||||
### PCG Output Validation
|
||||
|
||||
Use `scripts/pcg_validation.py` to validate:
|
||||
- Placement rules are followed
|
||||
- No overlapping content
|
||||
- Performance is acceptable
|
||||
- Visual quality meets standards
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
309
docs/PERFORMANCE_OPTIMIZATION.md
Normal file
309
docs/PERFORMANCE_OPTIMIZATION.md
Normal file
@@ -0,0 +1,309 @@
|
||||
# Performance Optimization - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes performance optimization strategies and techniques for the Dubai Metaverse project.
|
||||
|
||||
## Performance Targets
|
||||
|
||||
### Frame Rate
|
||||
|
||||
- **Target**: 60-90 FPS at 1440p/4K
|
||||
- **Minimum**: 60 FPS
|
||||
- **Measurement**: Unreal Insights, Stat FPS
|
||||
|
||||
### Memory
|
||||
|
||||
- **GPU Memory**: <12GB VRAM
|
||||
- **System RAM**: <16GB
|
||||
- **Measurement**: Unreal Insights, Stat Memory
|
||||
|
||||
---
|
||||
|
||||
## Optimization Strategies
|
||||
|
||||
### Nanite Optimization
|
||||
|
||||
#### Usage
|
||||
|
||||
- **Enable Nanite**: Enable for all static meshes
|
||||
- **Target**: 100% of static meshes use Nanite
|
||||
- **Benefit**: High-poly geometry without performance penalty
|
||||
|
||||
#### Optimization
|
||||
|
||||
1. **Clustering**: Optimize Nanite clustering
|
||||
2. **Streaming**: Use texture streaming
|
||||
3. **Distance Culling**: Cull distant Nanite meshes
|
||||
|
||||
---
|
||||
|
||||
### LOD System
|
||||
|
||||
#### Non-Nanite Assets
|
||||
|
||||
- **LOD Generation**: Generate LODs for non-Nanite assets
|
||||
- **LOD Count**: LOD0-3 for primary, LOD0-2 for background
|
||||
- **LOD Distance**: Optimize LOD transition distances
|
||||
|
||||
#### LOD Settings
|
||||
|
||||
- **LOD0**: Full detail (close)
|
||||
- **LOD1**: Reduced detail (medium)
|
||||
- **LOD2**: Simplified (far)
|
||||
- **LOD3**: Minimal (very far)
|
||||
|
||||
---
|
||||
|
||||
### World Partition Optimization
|
||||
|
||||
#### Streaming
|
||||
|
||||
- **Cell Size**: Optimize cell size (128m default)
|
||||
- **Loading Range**: Optimize loading range per cell
|
||||
- **Streaming Budget**: Set streaming budget
|
||||
|
||||
#### Data Layers
|
||||
|
||||
- **Organization**: Organize by system (buildings, props, etc.)
|
||||
- **Streaming**: Optimize data layer streaming
|
||||
- **Culling**: Use distance culling
|
||||
|
||||
---
|
||||
|
||||
### Material Optimization
|
||||
|
||||
#### Shader Complexity
|
||||
|
||||
- **Instructions**: Minimize shader instructions
|
||||
- **Texture Sampling**: Optimize texture sampling
|
||||
- **Parameters**: Limit exposed parameters
|
||||
|
||||
#### Shared Materials
|
||||
|
||||
- **Use Shared Materials**: Use shared materials where possible
|
||||
- **Material Instances**: Use instances for variations
|
||||
- **Material Count**: Minimize unique material count
|
||||
|
||||
---
|
||||
|
||||
### Lighting Optimization
|
||||
|
||||
#### Lumen Quality
|
||||
|
||||
- **Final Gather Quality**: Adjust based on performance
|
||||
- **Reflection Quality**: Adjust based on performance
|
||||
- **View Distance**: Optimize view distance
|
||||
|
||||
#### Shadow Optimization
|
||||
|
||||
- **Virtual Shadow Maps**: Use for performance
|
||||
- **Shadow Resolution**: Adjust based on performance
|
||||
- **Shadow Distance**: Optimize shadow distance
|
||||
|
||||
#### Light Count
|
||||
|
||||
- **Minimize Dynamic Lights**: Use static lights where possible
|
||||
- **Light Complexity**: Optimize light complexity
|
||||
- **Culling**: Use distance culling
|
||||
|
||||
---
|
||||
|
||||
### Texture Optimization
|
||||
|
||||
#### Resolution
|
||||
|
||||
- **Hero Assets**: 8K (necessary for quality)
|
||||
- **Primary Buildings**: 4K
|
||||
- **Background**: 2K
|
||||
- **Props**: 1K-2K based on size
|
||||
|
||||
#### Streaming
|
||||
|
||||
- **Texture Streaming**: Enable texture streaming
|
||||
- **Virtual Textures**: Use for large textures (optional)
|
||||
- **Mip Maps**: Generate mip maps
|
||||
|
||||
#### Compression
|
||||
|
||||
- **Format**: Use appropriate compression
|
||||
- **Base Color**: BC7 (DXT5)
|
||||
- **Normal**: BC5
|
||||
- **Other**: BC7
|
||||
|
||||
---
|
||||
|
||||
### Particle Optimization
|
||||
|
||||
#### Spawn Rate
|
||||
|
||||
- **Optimize Spawn Rate**: Reduce if needed
|
||||
- **Lifetime**: Optimize particle lifetime
|
||||
- **LODs**: Use LODs for particles
|
||||
|
||||
#### GPU Particles
|
||||
|
||||
- **Use GPU Particles**: For better performance
|
||||
- **Limit Count**: Limit particle count
|
||||
- **Optimize Shaders**: Optimize particle shaders
|
||||
|
||||
---
|
||||
|
||||
### NPC Optimization
|
||||
|
||||
#### Count
|
||||
|
||||
- **NPC Density**: Optimize NPC count
|
||||
- **Distance Culling**: Cull distant NPCs
|
||||
- **LODs**: Use LODs for NPCs
|
||||
|
||||
#### Behavior
|
||||
|
||||
- **Update Frequency**: Optimize behavior tree updates
|
||||
- **Perception**: Optimize perception checks
|
||||
- **Pathfinding**: Optimize pathfinding
|
||||
|
||||
---
|
||||
|
||||
## Performance Profiling
|
||||
|
||||
### Unreal Insights
|
||||
|
||||
#### Setup
|
||||
|
||||
1. **Enable Insights**: Enable Unreal Insights
|
||||
2. **Start Session**: Start profiling session
|
||||
3. **Play**: Play in editor or packaged build
|
||||
4. **Stop**: Stop profiling
|
||||
5. **Analyze**: Analyze results
|
||||
|
||||
#### Metrics
|
||||
|
||||
- **Frame Time**: Frame time breakdown
|
||||
- **Draw Calls**: Draw call count
|
||||
- **GPU Time**: GPU time breakdown
|
||||
- **Memory**: Memory usage
|
||||
|
||||
---
|
||||
|
||||
### Stat Commands
|
||||
|
||||
#### Frame Rate
|
||||
|
||||
- **Stat FPS**: Display FPS
|
||||
- **Stat Unit**: Display frame time breakdown
|
||||
|
||||
#### Rendering
|
||||
|
||||
- **Stat RHI**: Display rendering stats
|
||||
- **Stat SceneRendering**: Display scene rendering stats
|
||||
|
||||
#### Memory
|
||||
|
||||
- **Stat Memory**: Display memory usage
|
||||
- **Stat Streaming**: Display streaming stats
|
||||
|
||||
---
|
||||
|
||||
## Optimization Checklist
|
||||
|
||||
### Pre-Optimization
|
||||
|
||||
- [ ] Profile baseline performance
|
||||
- [ ] Identify bottlenecks
|
||||
- [ ] Set optimization priorities
|
||||
|
||||
### Optimization
|
||||
|
||||
- [ ] Enable Nanite for all static meshes
|
||||
- [ ] Generate LODs for non-Nanite assets
|
||||
- [ ] Optimize World Partition streaming
|
||||
- [ ] Optimize material complexity
|
||||
- [ ] Optimize texture resolution and streaming
|
||||
- [ ] Optimize lighting settings
|
||||
- [ ] Optimize particle systems
|
||||
- [ ] Optimize NPC count and behavior
|
||||
|
||||
### Post-Optimization
|
||||
|
||||
- [ ] Profile optimized performance
|
||||
- [ ] Validate performance targets met
|
||||
- [ ] Test on target hardware
|
||||
- [ ] Document optimization changes
|
||||
|
||||
---
|
||||
|
||||
## Performance Testing
|
||||
|
||||
### Test Scenarios
|
||||
|
||||
1. **Empty Level**: Baseline performance
|
||||
2. **Full District**: Complete district loaded
|
||||
3. **Cinematic Camera**: Camera movement
|
||||
4. **Vehicle Driving**: Vehicle physics
|
||||
5. **NPC Crowd**: Multiple NPCs
|
||||
|
||||
### Test Hardware
|
||||
|
||||
- **Minimum Spec**: RTX 3060 / RX 6600 XT
|
||||
- **Recommended Spec**: RTX 3070 / RX 6800 XT
|
||||
- **High-End Spec**: RTX 4080 / RX 7900 XTX
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: Low frame rate
|
||||
- **Solution**: Profile to identify bottlenecks
|
||||
- **Solution**: Optimize identified areas
|
||||
- **Solution**: Reduce quality settings if needed
|
||||
|
||||
**Issue**: High memory usage
|
||||
- **Solution**: Optimize texture resolution
|
||||
- **Solution**: Enable texture streaming
|
||||
- **Solution**: Reduce asset count
|
||||
|
||||
**Issue**: Stuttering
|
||||
- **Solution**: Optimize streaming
|
||||
- **Solution**: Reduce asset loading
|
||||
- **Solution**: Optimize World Partition
|
||||
|
||||
---
|
||||
|
||||
## Performance Budget
|
||||
|
||||
### Per System
|
||||
|
||||
- **Rendering**: 60% of frame time
|
||||
- **Lighting (Lumen)**: 20% of frame time
|
||||
- **Physics**: 5% of frame time
|
||||
- **AI/NPCs**: 5% of frame time
|
||||
- **Other**: 10% of frame time
|
||||
|
||||
### Optimization Priority
|
||||
|
||||
1. **Rendering**: Highest priority
|
||||
2. **Lighting**: High priority
|
||||
3. **Physics**: Medium priority
|
||||
4. **AI/NPCs**: Medium priority
|
||||
5. **Other**: Low priority
|
||||
|
||||
---
|
||||
|
||||
## Documentation
|
||||
|
||||
### Optimization Documentation
|
||||
|
||||
Document optimization changes:
|
||||
- **Changes Made**: What was optimized
|
||||
- **Performance Impact**: Performance improvement
|
||||
- **Settings**: Optimization settings
|
||||
- **Notes**: Additional notes
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
138
docs/PIXEL_STREAMING.md
Normal file
138
docs/PIXEL_STREAMING.md
Normal file
@@ -0,0 +1,138 @@
|
||||
# Pixel Streaming Setup - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the Pixel Streaming setup for cloud-based access to the Dubai Metaverse (optional feature).
|
||||
|
||||
## Pixel Streaming
|
||||
|
||||
### Overview
|
||||
|
||||
Pixel Streaming allows running Unreal Engine applications in the cloud and streaming the rendered output to web browsers.
|
||||
|
||||
### Use Cases
|
||||
|
||||
- **Web Access**: Access via web browser
|
||||
- **Low-End Devices**: Run on low-end devices
|
||||
- **Cloud Deployment**: Deploy to cloud servers
|
||||
- **Scalability**: Scale to multiple users
|
||||
|
||||
---
|
||||
|
||||
## Setup
|
||||
|
||||
### Prerequisites
|
||||
|
||||
1. **Unreal Engine**: UE5.4 with Pixel Streaming plugin
|
||||
2. **Web Server**: Web server for streaming
|
||||
3. **Cloud Server**: Cloud server for Unreal application
|
||||
4. **Network**: Good network connection
|
||||
|
||||
### Plugin Installation
|
||||
|
||||
1. **Enable Plugin**:
|
||||
- Edit > Plugins
|
||||
- Search for "Pixel Streaming"
|
||||
- Enable plugin
|
||||
- Restart editor
|
||||
|
||||
2. **Verify Installation**:
|
||||
- Check plugin is active
|
||||
- Verify Pixel Streaming tools available
|
||||
|
||||
---
|
||||
|
||||
## Server Setup
|
||||
|
||||
### Unreal Application Server
|
||||
|
||||
1. **Package Application**:
|
||||
- Package application for server
|
||||
- Configure for Pixel Streaming
|
||||
- Deploy to server
|
||||
|
||||
2. **Start Server**:
|
||||
- Start Unreal application
|
||||
- Configure Pixel Streaming
|
||||
- Start streaming
|
||||
|
||||
### Web Server
|
||||
|
||||
1. **Web Server Setup**:
|
||||
- Set up web server
|
||||
- Configure for Pixel Streaming
|
||||
- Host web interface
|
||||
|
||||
2. **Web Interface**:
|
||||
- Create web interface
|
||||
- Connect to streaming server
|
||||
- Handle user input
|
||||
|
||||
---
|
||||
|
||||
## Configuration
|
||||
|
||||
### Streaming Settings
|
||||
|
||||
- **Resolution**: Streaming resolution
|
||||
- **Frame Rate**: Target frame rate
|
||||
- **Bitrate**: Streaming bitrate
|
||||
- **Quality**: Streaming quality
|
||||
|
||||
### Network Settings
|
||||
|
||||
- **Latency**: Network latency
|
||||
- **Bandwidth**: Required bandwidth
|
||||
- **Compression**: Video compression
|
||||
|
||||
---
|
||||
|
||||
## Testing
|
||||
|
||||
### Streaming Testing
|
||||
|
||||
1. **Connection**: Test connection to server
|
||||
2. **Quality**: Test streaming quality
|
||||
3. **Latency**: Test streaming latency
|
||||
4. **Performance**: Test server performance
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: Connection fails
|
||||
- **Solution**: Check network connection
|
||||
- **Solution**: Verify server is running
|
||||
- **Solution**: Check firewall settings
|
||||
|
||||
**Issue**: Poor quality
|
||||
- **Solution**: Increase bitrate
|
||||
- **Solution**: Improve network connection
|
||||
- **Solution**: Optimize server performance
|
||||
|
||||
**Issue**: High latency
|
||||
- **Solution**: Optimize network
|
||||
- **Solution**: Reduce streaming resolution
|
||||
- **Solution**: Use closer server location
|
||||
|
||||
---
|
||||
|
||||
## Documentation
|
||||
|
||||
### Pixel Streaming Documentation
|
||||
|
||||
Document Pixel Streaming setup:
|
||||
- **Server Configuration**: Server settings
|
||||
- **Web Interface**: Web interface setup
|
||||
- **Network Requirements**: Network requirements
|
||||
- **Usage**: How to use Pixel Streaming
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
**Note**: Pixel Streaming is optional. The project can function without it.
|
||||
|
||||
292
docs/PLAYER_CONTROLS.md
Normal file
292
docs/PLAYER_CONTROLS.md
Normal file
@@ -0,0 +1,292 @@
|
||||
# Player Controls - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the player control system and input mapping for the Dubai Metaverse project.
|
||||
|
||||
## Control Schemes
|
||||
|
||||
### First-Person Controls
|
||||
|
||||
**Primary control scheme**
|
||||
|
||||
#### Movement
|
||||
|
||||
- **Forward**: W key / Gamepad left stick up
|
||||
- **Backward**: S key / Gamepad left stick down
|
||||
- **Left**: A key / Gamepad left stick left
|
||||
- **Right**: D key / Gamepad left stick right
|
||||
- **Sprint**: Left Shift / Gamepad left trigger
|
||||
- **Walk**: Default speed
|
||||
|
||||
#### Camera
|
||||
|
||||
- **Look Up/Down**: Mouse Y / Gamepad right stick Y
|
||||
- **Look Left/Right**: Mouse X / Gamepad right stick X
|
||||
- **Mouse Sensitivity**: Configurable
|
||||
- **Invert Y**: Optional
|
||||
|
||||
#### Interaction
|
||||
|
||||
- **Interact**: E key / Gamepad A button
|
||||
- **Cancel**: ESC key / Gamepad B button
|
||||
|
||||
---
|
||||
|
||||
### Third-Person Controls (Optional)
|
||||
|
||||
**Alternative control scheme**
|
||||
|
||||
#### Movement
|
||||
|
||||
- **Same as First-Person**: W/A/S/D or gamepad stick
|
||||
- **Camera Follow**: Camera follows player
|
||||
- **Camera Distance**: Adjustable camera distance
|
||||
|
||||
#### Camera
|
||||
|
||||
- **Orbit**: Mouse / Gamepad right stick orbits camera
|
||||
- **Zoom**: Mouse wheel / Gamepad triggers
|
||||
- **Reset**: Reset camera position
|
||||
|
||||
---
|
||||
|
||||
## Input Mapping
|
||||
|
||||
### Keyboard & Mouse
|
||||
|
||||
#### Movement Actions
|
||||
|
||||
- **MoveForward**: W
|
||||
- **MoveBackward**: S
|
||||
- **MoveLeft**: A
|
||||
- **MoveRight**: D
|
||||
- **Jump**: Space (if implemented)
|
||||
- **Sprint**: Left Shift
|
||||
|
||||
#### Camera Actions
|
||||
|
||||
- **LookUp**: Mouse Y (negative)
|
||||
- **LookDown**: Mouse Y (positive)
|
||||
- **Turn**: Mouse X
|
||||
- **Mouse Sensitivity**: Configurable
|
||||
|
||||
#### Interaction Actions
|
||||
|
||||
- **Interact**: E
|
||||
- **Cancel**: ESC
|
||||
- **Menu**: Tab or M
|
||||
|
||||
---
|
||||
|
||||
### Gamepad
|
||||
|
||||
#### Movement Actions
|
||||
|
||||
- **MoveForward**: Left stick up
|
||||
- **MoveBackward**: Left stick down
|
||||
- **MoveLeft**: Left stick left
|
||||
- **MoveRight**: Left stick right
|
||||
- **Sprint**: Left trigger
|
||||
|
||||
#### Camera Actions
|
||||
|
||||
- **LookUp**: Right stick up
|
||||
- **LookDown**: Right stick down
|
||||
- **Turn**: Right stick left/right
|
||||
- **Sensitivity**: Configurable
|
||||
|
||||
#### Interaction Actions
|
||||
|
||||
- **Interact**: A button
|
||||
- **Cancel**: B button
|
||||
- **Menu**: Start button
|
||||
|
||||
---
|
||||
|
||||
## Player Pawn
|
||||
|
||||
### BP_PlayerPawn
|
||||
|
||||
**Player pawn with movement and camera**
|
||||
|
||||
### Components
|
||||
|
||||
1. **Capsule Component**: Collision capsule
|
||||
2. **Camera Component**: First-person camera
|
||||
3. **Movement Component**: Character movement
|
||||
4. **Interaction Component**: Interaction system
|
||||
|
||||
### Settings
|
||||
|
||||
#### Movement
|
||||
|
||||
- **Max Walk Speed**: 300-400 units/second
|
||||
- **Max Sprint Speed**: 600-800 units/second
|
||||
- **Acceleration**: 2048 units/second²
|
||||
- **Deceleration**: 2048 units/second²
|
||||
- **Ground Friction**: 8.0
|
||||
|
||||
#### Camera
|
||||
|
||||
- **Field of View**: 90 degrees (configurable)
|
||||
- **Camera Height**: Eye level (170 units)
|
||||
- **Camera Pitch Limits**: -89 to +89 degrees
|
||||
|
||||
---
|
||||
|
||||
## Player Controller
|
||||
|
||||
### BP_PlayerController
|
||||
|
||||
**Player controller for input and interaction**
|
||||
|
||||
### Functions
|
||||
|
||||
#### SetupInputComponent
|
||||
|
||||
- **Purpose**: Set up input mapping
|
||||
- **Implementation**: Bind input actions
|
||||
- **Called**: On begin play
|
||||
|
||||
#### HandleMovement
|
||||
|
||||
- **Purpose**: Handle movement input
|
||||
- **Implementation**: Apply movement to pawn
|
||||
- **Parameters**: Input values
|
||||
|
||||
#### HandleCamera
|
||||
|
||||
- **Purpose**: Handle camera input
|
||||
- **Implementation**: Rotate camera
|
||||
- **Parameters**: Input values
|
||||
|
||||
#### HandleInteraction
|
||||
|
||||
- **Purpose**: Handle interaction input
|
||||
- **Implementation**: Check for interactables, interact
|
||||
- **Parameters**: None
|
||||
|
||||
---
|
||||
|
||||
## UI Controls
|
||||
|
||||
### Menu Controls
|
||||
|
||||
- **Main Menu**: ESC or Tab
|
||||
- **Mini-Map**: M key (toggle)
|
||||
- **Inventory**: I key (if implemented)
|
||||
- **Settings**: Settings menu access
|
||||
|
||||
### Menu Navigation
|
||||
|
||||
- **Navigate**: Arrow keys or gamepad D-pad
|
||||
- **Select**: Enter or gamepad A
|
||||
- **Back**: ESC or gamepad B
|
||||
|
||||
---
|
||||
|
||||
## Vehicle Controls
|
||||
|
||||
### When in Vehicle
|
||||
|
||||
**Controls switch to vehicle controls**
|
||||
|
||||
#### Vehicle Movement
|
||||
|
||||
- **Throttle**: W / Gamepad right trigger
|
||||
- **Brake**: S / Gamepad left trigger
|
||||
- **Steering**: A/D / Gamepad left stick
|
||||
- **Handbrake**: Space / Gamepad X button
|
||||
|
||||
#### Exit Vehicle
|
||||
|
||||
- **Exit**: E / Gamepad Y button
|
||||
|
||||
---
|
||||
|
||||
## Settings
|
||||
|
||||
### Configurable Settings
|
||||
|
||||
#### Movement
|
||||
|
||||
- **Walk Speed**: Adjustable
|
||||
- **Sprint Speed**: Adjustable
|
||||
- **Sprint Toggle/Hold**: Toggle or hold to sprint
|
||||
|
||||
#### Camera
|
||||
|
||||
- **Mouse Sensitivity**: Adjustable (0.1-5.0)
|
||||
- **Invert Y**: Toggle
|
||||
- **Field of View**: Adjustable (70-110 degrees)
|
||||
|
||||
#### Controls
|
||||
|
||||
- **Key Bindings**: Customizable
|
||||
- **Gamepad Support**: Enable/disable
|
||||
- **Control Scheme**: First-person / Third-person
|
||||
|
||||
---
|
||||
|
||||
## Accessibility
|
||||
|
||||
### Accessibility Options
|
||||
|
||||
1. **Subtitles**: Enable/disable subtitles
|
||||
2. **Color Blind Mode**: Color blind support
|
||||
3. **Reduced Motion**: Reduce motion effects
|
||||
4. **Large Text**: Increase text size
|
||||
|
||||
---
|
||||
|
||||
## Testing
|
||||
|
||||
### Control Testing
|
||||
|
||||
1. **Movement**: Test all movement controls
|
||||
2. **Camera**: Test camera controls
|
||||
3. **Interaction**: Test interaction controls
|
||||
4. **Settings**: Test settings changes
|
||||
|
||||
### Platform Testing
|
||||
|
||||
1. **Keyboard & Mouse**: Test on PC
|
||||
2. **Gamepad**: Test with gamepad
|
||||
3. **Different Resolutions**: Test at different resolutions
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: Controls not responding
|
||||
- **Solution**: Check input mapping
|
||||
- **Solution**: Verify player controller setup
|
||||
|
||||
**Issue**: Camera too sensitive/not sensitive
|
||||
- **Solution**: Adjust mouse sensitivity
|
||||
- **Solution**: Check camera settings
|
||||
|
||||
**Issue**: Movement feels wrong
|
||||
- **Solution**: Adjust movement speed
|
||||
- **Solution**: Check movement component settings
|
||||
|
||||
---
|
||||
|
||||
## Documentation
|
||||
|
||||
### Control Documentation
|
||||
|
||||
Document controls for users:
|
||||
- **Control Scheme**: First-person controls
|
||||
- **Input Mapping**: All input mappings
|
||||
- **Settings**: Configurable settings
|
||||
- **Accessibility**: Accessibility options
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
240
docs/QUEST_SYSTEM.md
Normal file
240
docs/QUEST_SYSTEM.md
Normal file
@@ -0,0 +1,240 @@
|
||||
# Quest System - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the simple quest/navigation system for the Dubai Metaverse project.
|
||||
|
||||
## System Architecture
|
||||
|
||||
### BP_QuestSystem
|
||||
|
||||
**Main quest system controller**
|
||||
|
||||
### Components
|
||||
|
||||
1. **Quest Database**: Quest data storage
|
||||
2. **Quest Manager**: Manages active quests
|
||||
3. **Quest UI**: Quest UI system
|
||||
|
||||
---
|
||||
|
||||
## Quest Types
|
||||
|
||||
### Navigation Quests
|
||||
|
||||
**Guide player to locations**
|
||||
|
||||
#### Properties
|
||||
|
||||
- **Destination**: Target location
|
||||
- **Description**: Quest description
|
||||
- **Reward**: Optional reward
|
||||
- **Status**: Active, Complete, Failed
|
||||
|
||||
#### Implementation
|
||||
|
||||
1. **Quest Creation**: Create navigation quest
|
||||
2. **Destination Marker**: Show destination on map
|
||||
3. **Navigation Guide**: Guide player to destination
|
||||
4. **Completion**: Mark complete when reached
|
||||
|
||||
---
|
||||
|
||||
### Exploration Quests
|
||||
|
||||
**Encourage exploration**
|
||||
|
||||
#### Properties
|
||||
|
||||
- **Locations**: Multiple locations to visit
|
||||
- **Description**: Exploration description
|
||||
- **Progress**: Track visited locations
|
||||
- **Completion**: Complete when all visited
|
||||
|
||||
#### Implementation
|
||||
|
||||
1. **Quest Creation**: Create exploration quest
|
||||
2. **Location Markers**: Mark locations on map
|
||||
3. **Progress Tracking**: Track visited locations
|
||||
4. **Completion**: Mark complete when all visited
|
||||
|
||||
---
|
||||
|
||||
### Interaction Quests
|
||||
|
||||
**Require interactions**
|
||||
|
||||
#### Properties
|
||||
|
||||
- **Interactions**: Required interactions
|
||||
- **Description**: Interaction description
|
||||
- **Progress**: Track completed interactions
|
||||
- **Completion**: Complete when all interactions done
|
||||
|
||||
#### Implementation
|
||||
|
||||
1. **Quest Creation**: Create interaction quest
|
||||
2. **Interaction Markers**: Mark interactions
|
||||
3. **Progress Tracking**: Track completed interactions
|
||||
4. **Completion**: Mark complete when all done
|
||||
|
||||
---
|
||||
|
||||
## Quest Data
|
||||
|
||||
### DA_Quest Data Assets
|
||||
|
||||
**Quest data storage**
|
||||
|
||||
### Properties
|
||||
|
||||
- **Quest ID**: Unique quest identifier
|
||||
- **Quest Name**: Quest name
|
||||
- **Description**: Quest description
|
||||
- **Type**: Quest type (Navigation, Exploration, Interaction)
|
||||
- **Objectives**: Quest objectives
|
||||
- **Rewards**: Quest rewards (optional)
|
||||
- **Status**: Quest status
|
||||
|
||||
---
|
||||
|
||||
## Quest UI
|
||||
|
||||
### WBP_QuestLog
|
||||
|
||||
**Quest log UI widget**
|
||||
|
||||
### Elements
|
||||
|
||||
1. **Active Quests**: List of active quests
|
||||
2. **Quest Details**: Selected quest details
|
||||
3. **Objectives**: Quest objectives list
|
||||
4. **Progress**: Progress indicators
|
||||
|
||||
### Display
|
||||
|
||||
- **Position**: Screen position (side panel)
|
||||
- **Toggle**: Toggle quest log (M key)
|
||||
- **Updates**: Update in real-time
|
||||
|
||||
---
|
||||
|
||||
## Navigation System
|
||||
|
||||
### BP_NavigationPrompt
|
||||
|
||||
**Navigation guidance system**
|
||||
|
||||
### Components
|
||||
|
||||
1. **Destination Marker**: Visual marker for destination
|
||||
2. **Path Indicator**: Path to destination (optional)
|
||||
3. **Distance Display**: Distance to destination
|
||||
4. **Direction Arrow**: Direction indicator
|
||||
|
||||
### Implementation
|
||||
|
||||
1. **Set Destination**: Set quest destination
|
||||
2. **Show Marker**: Display destination marker
|
||||
3. **Update Path**: Update path to destination
|
||||
4. **Guide Player**: Guide player to destination
|
||||
|
||||
---
|
||||
|
||||
## Quest Flow
|
||||
|
||||
### Quest Start
|
||||
|
||||
1. **Quest Trigger**: Quest is triggered (interaction, location, etc.)
|
||||
2. **Quest Activation**: Quest is activated
|
||||
3. **UI Update**: Quest UI updates
|
||||
4. **Navigation**: Navigation system activates
|
||||
|
||||
### Quest Progress
|
||||
|
||||
1. **Objective Updates**: Objectives update as player progresses
|
||||
2. **UI Updates**: Quest UI updates with progress
|
||||
3. **Feedback**: Provide feedback on progress
|
||||
|
||||
### Quest Completion
|
||||
|
||||
1. **Completion Check**: Check if quest is complete
|
||||
2. **Reward**: Give reward (if applicable)
|
||||
3. **Quest Complete**: Mark quest as complete
|
||||
4. **UI Update**: Update quest UI
|
||||
|
||||
---
|
||||
|
||||
## Integration
|
||||
|
||||
### With Interaction System
|
||||
|
||||
- **Quest Triggers**: Interactions trigger quests
|
||||
- **Quest Objectives**: Interactions complete objectives
|
||||
- **Quest Dialogue**: Interactions provide quest info
|
||||
|
||||
### With Navigation System
|
||||
|
||||
- **Quest Destinations**: Quests set navigation destinations
|
||||
- **Quest Markers**: Quests show navigation markers
|
||||
- **Quest Guidance**: Quests provide navigation guidance
|
||||
|
||||
---
|
||||
|
||||
## Performance Optimization
|
||||
|
||||
### Quest Optimization
|
||||
|
||||
1. **Update Frequency**: Optimize quest update frequency
|
||||
2. **UI Updates**: Optimize UI updates
|
||||
3. **Navigation**: Optimize navigation calculations
|
||||
|
||||
---
|
||||
|
||||
## Testing
|
||||
|
||||
### Quest Testing
|
||||
|
||||
1. **Quest Creation**: Test quest creation
|
||||
2. **Quest Progress**: Test quest progress tracking
|
||||
3. **Quest Completion**: Test quest completion
|
||||
4. **UI**: Test quest UI
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: Quests not starting
|
||||
- **Solution**: Check quest triggers
|
||||
- **Solution**: Verify quest system setup
|
||||
|
||||
**Issue**: Navigation not working
|
||||
- **Solution**: Check navigation system
|
||||
- **Solution**: Verify destination markers
|
||||
|
||||
**Issue**: Quest UI not updating
|
||||
- **Solution**: Check UI widget setup
|
||||
- **Solution**: Verify quest updates
|
||||
|
||||
---
|
||||
|
||||
## Documentation
|
||||
|
||||
### Quest Documentation
|
||||
|
||||
Document each quest:
|
||||
- **Quest Name**: Quest name
|
||||
- **Type**: Quest type
|
||||
- **Objectives**: Quest objectives
|
||||
- **Rewards**: Quest rewards
|
||||
- **Triggers**: How quest is triggered
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
**Note**: Quest system is simple and optional. Focus is on exploration and interaction rather than complex quests.
|
||||
|
||||
146
docs/STREAMING_SETUP.md
Normal file
146
docs/STREAMING_SETUP.md
Normal file
@@ -0,0 +1,146 @@
|
||||
# World Partition Streaming Setup - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the World Partition streaming configuration for the Dubai Metaverse project.
|
||||
|
||||
## World Partition
|
||||
|
||||
### Overview
|
||||
|
||||
World Partition is Unreal Engine 5's system for streaming large worlds efficiently. It divides the world into cells and streams them based on distance.
|
||||
|
||||
### Configuration
|
||||
|
||||
#### Enable World Partition
|
||||
|
||||
1. **Project Settings**:
|
||||
- Edit > Project Settings > World Partition
|
||||
- Enable World Partition
|
||||
|
||||
2. **Level Setup**:
|
||||
- Convert level to World Partition
|
||||
- Configure cell size and settings
|
||||
|
||||
---
|
||||
|
||||
## Cell Configuration
|
||||
|
||||
### Cell Size
|
||||
|
||||
- **Default**: 128m x 128m
|
||||
- **Adjustment**: Can be adjusted based on world size
|
||||
- **Consideration**: Balance between streaming efficiency and cell granularity
|
||||
|
||||
### Cell Organization
|
||||
|
||||
#### Data Layers
|
||||
|
||||
Organize content by system:
|
||||
|
||||
- **Buildings**: Building data layer
|
||||
- **Props**: Prop data layer
|
||||
- **Vegetation**: Vegetation data layer
|
||||
- **Lighting**: Lighting data layer
|
||||
- **Vehicles**: Vehicle data layer
|
||||
- **NPCs**: NPC data layer
|
||||
|
||||
---
|
||||
|
||||
## Streaming Volumes
|
||||
|
||||
### Loading Volumes
|
||||
|
||||
**Define areas where content loads**
|
||||
|
||||
#### Setup
|
||||
|
||||
1. **Create Volume**:
|
||||
- Place > Volumes > World Partition Streaming Volume
|
||||
|
||||
2. **Configure**:
|
||||
- Set loading range
|
||||
- Assign data layers
|
||||
- Set priority
|
||||
|
||||
3. **Placement**:
|
||||
- Place around important areas
|
||||
- Overlap volumes for smooth transitions
|
||||
|
||||
---
|
||||
|
||||
## Streaming Settings
|
||||
|
||||
### Loading Range
|
||||
|
||||
- **Default**: 2-3 cells (256-384m)
|
||||
- **Adjustment**: Adjust based on performance
|
||||
- **Optimization**: Balance loading distance and performance
|
||||
|
||||
### Streaming Budget
|
||||
|
||||
- **Memory Budget**: Set memory budget
|
||||
- **Streaming Budget**: Set streaming budget
|
||||
- **Optimization**: Optimize for target hardware
|
||||
|
||||
---
|
||||
|
||||
## Performance Optimization
|
||||
|
||||
### Streaming Optimization
|
||||
|
||||
1. **Cell Size**: Optimize cell size
|
||||
2. **Loading Range**: Optimize loading range
|
||||
3. **Data Layers**: Optimize data layer organization
|
||||
4. **Streaming Budget**: Set appropriate budgets
|
||||
|
||||
### Distance Culling
|
||||
|
||||
1. **Cull Distance**: Set cull distances for assets
|
||||
2. **LODs**: Use LODs for distance-based detail
|
||||
3. **Streaming**: Use streaming for large assets
|
||||
|
||||
---
|
||||
|
||||
## Testing
|
||||
|
||||
### Streaming Testing
|
||||
|
||||
1. **Load Testing**: Test loading performance
|
||||
2. **Streaming**: Test streaming transitions
|
||||
3. **Performance**: Test performance impact
|
||||
4. **Visual**: Test visual quality
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: Streaming hitches
|
||||
- **Solution**: Optimize loading range
|
||||
- **Solution**: Reduce streaming budget
|
||||
- **Solution**: Optimize asset sizes
|
||||
|
||||
**Issue**: Content not loading
|
||||
- **Solution**: Check streaming volumes
|
||||
- **Solution**: Verify data layer assignment
|
||||
- **Solution**: Check loading range
|
||||
|
||||
---
|
||||
|
||||
## Documentation
|
||||
|
||||
### Streaming Documentation
|
||||
|
||||
Document streaming setup:
|
||||
- **Cell Size**: Cell size configuration
|
||||
- **Data Layers**: Data layer organization
|
||||
- **Streaming Volumes**: Streaming volume placement
|
||||
- **Settings**: Streaming settings
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
241
docs/TESTING_CHECKLIST.md
Normal file
241
docs/TESTING_CHECKLIST.md
Normal file
@@ -0,0 +1,241 @@
|
||||
# Testing Checklist - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document provides a comprehensive testing checklist for the Dubai Metaverse project.
|
||||
|
||||
## Functional Testing
|
||||
|
||||
### Player Systems
|
||||
|
||||
- [ ] Player movement works correctly
|
||||
- [ ] Camera controls work correctly
|
||||
- [ ] Sprint functionality works
|
||||
- [ ] Player can navigate district
|
||||
- [ ] No movement bugs or glitches
|
||||
|
||||
### Interaction System
|
||||
|
||||
- [ ] All interactions work correctly
|
||||
- [ ] Interaction prompts display correctly
|
||||
- [ ] Doors open/close correctly
|
||||
- [ ] Holograms display correctly
|
||||
- [ ] Info panels display correctly
|
||||
- [ ] Elevators work correctly
|
||||
- [ ] Teleport points work correctly
|
||||
|
||||
### Vehicle System
|
||||
|
||||
- [ ] Vehicles drive correctly
|
||||
- [ ] Vehicle physics feel realistic
|
||||
- [ ] Vehicle controls work correctly
|
||||
- [ ] AI traffic works correctly
|
||||
- [ ] Vehicle audio works correctly
|
||||
|
||||
### NPC System
|
||||
|
||||
- [ ] NPCs spawn correctly
|
||||
- [ ] NPC behavior works correctly
|
||||
- [ ] NPC animations play correctly
|
||||
- [ ] NPC dialogue works (if implemented)
|
||||
- [ ] NPCs don't clip through geometry
|
||||
|
||||
---
|
||||
|
||||
## Visual Testing
|
||||
|
||||
### Lighting
|
||||
|
||||
- [ ] Day/night cycle works correctly
|
||||
- [ ] Lighting transitions are smooth
|
||||
- [ ] Shadows are correct
|
||||
- [ ] Reflections are accurate
|
||||
- [ ] Post-process effects work
|
||||
|
||||
### Materials
|
||||
|
||||
- [ ] All materials display correctly
|
||||
- [ ] Textures are correct resolution
|
||||
- [ ] Materials look realistic
|
||||
- [ ] No texture artifacts
|
||||
- [ ] Material instances work correctly
|
||||
|
||||
### Assets
|
||||
|
||||
- [ ] All assets are placed correctly
|
||||
- [ ] Assets are correct scale
|
||||
- [ ] No missing assets
|
||||
- [ ] No asset clipping
|
||||
- [ ] Asset LODs work correctly
|
||||
|
||||
---
|
||||
|
||||
## Performance Testing
|
||||
|
||||
### Frame Rate
|
||||
|
||||
- [ ] Frame rate meets targets (60-90 FPS)
|
||||
- [ ] No frame rate drops
|
||||
- [ ] Performance is consistent
|
||||
- [ ] Performance on target hardware
|
||||
|
||||
### Memory
|
||||
|
||||
- [ ] Memory usage within targets
|
||||
- [ ] No memory leaks
|
||||
- [ ] Streaming works correctly
|
||||
- [ ] Texture streaming works
|
||||
|
||||
### Optimization
|
||||
|
||||
- [ ] Nanite is working correctly
|
||||
- [ ] LODs are working correctly
|
||||
- [ ] World Partition streaming works
|
||||
- [ ] No performance bottlenecks
|
||||
|
||||
---
|
||||
|
||||
## Audio Testing
|
||||
|
||||
### Audio Systems
|
||||
|
||||
- [ ] Ambient audio plays correctly
|
||||
- [ ] Vehicle audio works correctly
|
||||
- [ ] Footstep audio works correctly
|
||||
- [ ] Music plays correctly
|
||||
- [ ] Audio levels are balanced
|
||||
|
||||
### Audio Quality
|
||||
|
||||
- [ ] Audio quality is good
|
||||
- [ ] No audio glitches
|
||||
- [ ] Audio spatialization works
|
||||
- [ ] Audio syncs correctly
|
||||
|
||||
---
|
||||
|
||||
## UI Testing
|
||||
|
||||
### UI Systems
|
||||
|
||||
- [ ] Main menu works correctly
|
||||
- [ ] Mini-map displays correctly
|
||||
- [ ] Interaction prompts work
|
||||
- [ ] Quest UI works (if implemented)
|
||||
- [ ] Settings menu works
|
||||
|
||||
### UI Quality
|
||||
|
||||
- [ ] UI is readable
|
||||
- [ ] UI is responsive
|
||||
- [ ] UI scales correctly
|
||||
- [ ] UI is polished
|
||||
|
||||
---
|
||||
|
||||
## Platform Testing
|
||||
|
||||
### Windows
|
||||
|
||||
- [ ] Runs on Windows 10
|
||||
- [ ] Runs on Windows 11
|
||||
- [ ] No platform-specific issues
|
||||
- [ ] Performance is acceptable
|
||||
|
||||
### Hardware
|
||||
|
||||
- [ ] Runs on minimum spec hardware
|
||||
- [ ] Runs on recommended spec hardware
|
||||
- [ ] Runs on high-end hardware
|
||||
- [ ] Performance scales correctly
|
||||
|
||||
---
|
||||
|
||||
## Compatibility Testing
|
||||
|
||||
### Drivers
|
||||
|
||||
- [ ] Works with latest GPU drivers
|
||||
- [ ] Works with older GPU drivers (if needed)
|
||||
- [ ] No driver-specific issues
|
||||
|
||||
### Resolutions
|
||||
|
||||
- [ ] Works at 1080p
|
||||
- [ ] Works at 1440p
|
||||
- [ ] Works at 4K
|
||||
- [ ] UI scales correctly at all resolutions
|
||||
|
||||
---
|
||||
|
||||
## Bug Tracking
|
||||
|
||||
### Critical Bugs
|
||||
|
||||
- [ ] No critical bugs
|
||||
- [ ] All critical bugs fixed
|
||||
- [ ] Critical bugs documented
|
||||
|
||||
### High-Priority Bugs
|
||||
|
||||
- [ ] No high-priority bugs
|
||||
- [ ] All high-priority bugs fixed
|
||||
- [ ] High-priority bugs documented
|
||||
|
||||
### Medium-Priority Bugs
|
||||
|
||||
- [ ] Medium-priority bugs documented
|
||||
- [ ] Medium-priority bugs fixed (time permitting)
|
||||
|
||||
---
|
||||
|
||||
## Final Validation
|
||||
|
||||
### Quality Check
|
||||
|
||||
- [ ] Visual quality meets standards
|
||||
- [ ] Performance meets targets
|
||||
- [ ] All systems functional
|
||||
- [ ] No blocking issues
|
||||
|
||||
### Delivery Check
|
||||
|
||||
- [ ] Build packages successfully
|
||||
- [ ] Build runs correctly
|
||||
- [ ] Documentation complete
|
||||
- [ ] Ready for delivery
|
||||
|
||||
---
|
||||
|
||||
## Testing Tools
|
||||
|
||||
### Profiling
|
||||
|
||||
- **Unreal Insights**: Performance profiling
|
||||
- **Stat Commands**: Real-time stats
|
||||
- **GPU Profiler**: GPU performance
|
||||
|
||||
### Validation
|
||||
|
||||
- **Automated Tests**: Run automated test suite
|
||||
- **Manual Testing**: Manual testing checklist
|
||||
- **User Testing**: User acceptance testing
|
||||
|
||||
---
|
||||
|
||||
## Test Reports
|
||||
|
||||
### Test Documentation
|
||||
|
||||
Document test results:
|
||||
- **Test Date**: Date of testing
|
||||
- **Tester**: Tester name
|
||||
- **Results**: Test results
|
||||
- **Issues**: Issues found
|
||||
- **Status**: Test status
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
288
docs/TEXTURING_WORKFLOW.md
Normal file
288
docs/TEXTURING_WORKFLOW.md
Normal file
@@ -0,0 +1,288 @@
|
||||
# Texturing Workflow - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the texturing workflow from Substance Painter to Unreal Engine for the Dubai Metaverse project.
|
||||
|
||||
## Workflow Overview
|
||||
|
||||
1. **Model Preparation**: Prepare model with UVs
|
||||
2. **Substance Painter**: Create textures
|
||||
3. **Export**: Export texture sets
|
||||
4. **Import to Unreal**: Import and create materials
|
||||
5. **Assignment**: Assign materials to meshes
|
||||
|
||||
---
|
||||
|
||||
## Model Preparation
|
||||
|
||||
### UV Mapping
|
||||
|
||||
- **UDIM Workflow**: Use UDIM for hero assets (8K textures)
|
||||
- **Standard UVs**: Use standard UVs for primary/background assets
|
||||
- **UV Layout**: Optimize UV layout for texture space
|
||||
- **Seams**: Minimize visible seams
|
||||
|
||||
### Export for Texturing
|
||||
|
||||
- **Format**: FBX or OBJ
|
||||
- **Include**:
|
||||
- High-poly mesh (for baking)
|
||||
- Low-poly mesh (for texturing)
|
||||
- UVs
|
||||
- Material IDs (if using)
|
||||
|
||||
---
|
||||
|
||||
## Substance Painter Workflow
|
||||
|
||||
### Project Setup
|
||||
|
||||
1. **Create Project**:
|
||||
- Import low-poly mesh
|
||||
- Import high-poly mesh (for baking)
|
||||
- Set texture resolution (8K for hero, 4K for primary)
|
||||
|
||||
2. **Bake Maps**:
|
||||
- Normal map (from high-poly)
|
||||
- Ambient Occlusion
|
||||
- Curvature
|
||||
- Position
|
||||
- Thickness
|
||||
|
||||
### Texture Creation
|
||||
|
||||
#### Base Color
|
||||
|
||||
- **Purpose**: Albedo/diffuse colors
|
||||
- **Content**: Material colors, patterns, details
|
||||
- **Notes**: No lighting information, pure color
|
||||
|
||||
#### Normal
|
||||
|
||||
- **Purpose**: Surface detail and geometry
|
||||
- **Content**: Bumps, surface detail, geometry
|
||||
- **Source**: Baked from high-poly or painted
|
||||
- **Notes**: RGB format, tangent space
|
||||
|
||||
#### Roughness
|
||||
|
||||
- **Purpose**: Surface roughness (shininess)
|
||||
- **Content**:
|
||||
- Glass: 0.05-0.1 (very smooth)
|
||||
- Metal: 0.1-0.3 (smooth)
|
||||
- Concrete: 0.4-0.6 (rough)
|
||||
- **Notes**: Critical for material realism
|
||||
|
||||
#### Metallic
|
||||
|
||||
- **Purpose**: Metallic vs. dielectric materials
|
||||
- **Content**:
|
||||
- Metal: 1.0 (white)
|
||||
- Non-metal: 0.0 (black)
|
||||
- Mixed: Grayscale values
|
||||
- **Notes**: Binary or grayscale
|
||||
|
||||
#### Ambient Occlusion
|
||||
|
||||
- **Purpose**: Shadow and occlusion information
|
||||
- **Content**: Baked AO or painted
|
||||
- **Notes**: Enhances depth and realism
|
||||
|
||||
#### Additional Maps (if needed)
|
||||
|
||||
- **Emissive**: For neon lights, interior lighting
|
||||
- **Height**: For parallax/displacement (optional)
|
||||
- **Opacity**: For transparency (glass)
|
||||
|
||||
### Export Settings
|
||||
|
||||
#### Resolution
|
||||
|
||||
- **Hero Assets**: 8K (8192x8192) per UDIM tile
|
||||
- **Primary Buildings**: 4K (4096x4096)
|
||||
- **Background**: 2K (2048x2048)
|
||||
|
||||
#### Format
|
||||
|
||||
- **Export**: PNG or TGA
|
||||
- **Bit Depth**: 16-bit (recommended)
|
||||
- **Color Space**: sRGB for base color, linear for others
|
||||
|
||||
#### Export Configuration
|
||||
|
||||
- **Base Color**: sRGB, 16-bit PNG
|
||||
- **Normal**: Linear, 16-bit PNG
|
||||
- **Roughness**: Linear, 16-bit PNG
|
||||
- **Metallic**: Linear, 16-bit PNG
|
||||
- **AO**: Linear, 16-bit PNG
|
||||
- **Emissive**: sRGB, 16-bit PNG (if needed)
|
||||
|
||||
---
|
||||
|
||||
## Import to Unreal Engine
|
||||
|
||||
### Texture Import
|
||||
|
||||
1. **Import Textures**:
|
||||
- Drag textures to Content Browser
|
||||
- Or use Import button
|
||||
|
||||
2. **Import Settings**:
|
||||
- **Compression**:
|
||||
- Base Color: BC7 (DXT5)
|
||||
- Normal: BC5
|
||||
- Roughness/Metallic/AO: BC7
|
||||
- **sRGB**:
|
||||
- Base Color: Enabled
|
||||
- Others: Disabled
|
||||
- **Mip Maps**: Generate mip maps
|
||||
- **Virtual Texturing**: Enable if using (optional)
|
||||
|
||||
### Material Creation
|
||||
|
||||
1. **Create Material**:
|
||||
- Create new material asset
|
||||
- Name: `M_AssetName_Type`
|
||||
|
||||
2. **Texture Assignment**:
|
||||
- Base Color: Connect Base Color texture
|
||||
- Normal: Connect Normal texture
|
||||
- Roughness: Connect Roughness texture
|
||||
- Metallic: Connect Metallic texture
|
||||
- Ambient Occlusion: Connect AO texture
|
||||
|
||||
3. **Material Settings**:
|
||||
- **Shading Model**: Default Lit
|
||||
- **Blend Mode**: Opaque (or Translucent for glass)
|
||||
- **Two-Sided**: Enable for glass if needed
|
||||
|
||||
4. **Parameters**:
|
||||
- Expose parameters for material instances
|
||||
- Color tint
|
||||
- Roughness multiplier
|
||||
- Metallic value
|
||||
|
||||
### Material Instances
|
||||
|
||||
1. **Create Instance**:
|
||||
- Right-click material > Create Material Instance
|
||||
- Name: `MI_AssetName_Variant`
|
||||
|
||||
2. **Adjust Parameters**:
|
||||
- Color variations
|
||||
- Roughness adjustments
|
||||
- Other exposed parameters
|
||||
|
||||
---
|
||||
|
||||
## UDIM Workflow (Hero Assets)
|
||||
|
||||
### UDIM Overview
|
||||
|
||||
- **UDIM**: U-Dimension texture mapping
|
||||
- **Tiles**: Multiple UV tiles (1001, 1002, 1003, etc.)
|
||||
- **Usage**: Large assets requiring high-resolution textures
|
||||
|
||||
### Texture Naming
|
||||
|
||||
- **Format**: `T_AssetName_MapType_UDIMNumber`
|
||||
- **Example**:
|
||||
- `T_Hero_CayanTower_BaseColor_1001`
|
||||
- `T_Hero_CayanTower_BaseColor_1002`
|
||||
|
||||
### Import UDIM Textures
|
||||
|
||||
1. **Import All Tiles**: Import all UDIM tiles
|
||||
2. **Create Material**: Create material with UDIM support
|
||||
3. **Texture Arrays**: Use texture arrays or virtual textures
|
||||
4. **UV Mapping**: Ensure UVs use UDIM coordinates
|
||||
|
||||
---
|
||||
|
||||
## Quality Validation
|
||||
|
||||
### Texture Quality
|
||||
|
||||
- [ ] Resolution meets requirements
|
||||
- [ ] No compression artifacts
|
||||
- [ ] Colors are accurate
|
||||
- [ ] Normal maps are correct
|
||||
- [ ] Roughness values are realistic
|
||||
- [ ] Metallic values are correct
|
||||
|
||||
### Material Quality
|
||||
|
||||
- [ ] Materials look realistic
|
||||
- [ ] PBR workflow is correct
|
||||
- [ ] Lighting responds correctly
|
||||
- [ ] Performance is acceptable
|
||||
|
||||
---
|
||||
|
||||
## Best Practices
|
||||
|
||||
### Texture Creation
|
||||
|
||||
1. **Reference**: Use real-world material references
|
||||
2. **Consistency**: Maintain consistency across assets
|
||||
3. **Detail**: Add appropriate detail level
|
||||
4. **Optimization**: Balance quality and performance
|
||||
|
||||
### Material Creation
|
||||
|
||||
1. **Shared Materials**: Use shared materials where possible
|
||||
2. **Instances**: Use material instances for variations
|
||||
3. **Performance**: Optimize shader complexity
|
||||
4. **Documentation**: Document material usage
|
||||
|
||||
### Workflow
|
||||
|
||||
1. **Iterate**: Iterate on textures based on feedback
|
||||
2. **Test**: Test materials in level regularly
|
||||
3. **Validate**: Validate quality and performance
|
||||
4. **Document**: Document texture and material specifications
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: Textures look washed out
|
||||
- **Solution**: Check sRGB settings (base color should be sRGB)
|
||||
|
||||
**Issue**: Normal maps not working
|
||||
- **Solution**: Check normal map format (BC5 compression)
|
||||
- **Solution**: Verify normal map is tangent space
|
||||
|
||||
**Issue**: Materials too shiny/rough
|
||||
- **Solution**: Adjust roughness values
|
||||
- **Solution**: Check metallic values
|
||||
|
||||
**Issue**: Performance issues
|
||||
- **Solution**: Reduce texture resolution
|
||||
- **Solution**: Use texture streaming
|
||||
- **Solution**: Optimize material complexity
|
||||
|
||||
---
|
||||
|
||||
## Tools
|
||||
|
||||
### Primary Tools
|
||||
|
||||
- **Substance Painter**: Primary texturing tool
|
||||
- **Substance Designer**: Procedural materials (optional)
|
||||
- **Photoshop**: Additional editing (optional)
|
||||
|
||||
### Validation Tools
|
||||
|
||||
- **Unreal Material Editor**: Material validation
|
||||
- **Performance Profiler**: Performance testing
|
||||
- **Texture Validation Script**: `scripts/texture_validation.py`
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
304
docs/VEHICLE_SYSTEM.md
Normal file
304
docs/VEHICLE_SYSTEM.md
Normal file
@@ -0,0 +1,304 @@
|
||||
# Vehicle System - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the vehicle system implementation using Chaos Physics for the Dubai Metaverse project.
|
||||
|
||||
## Chaos Vehicle System
|
||||
|
||||
### Overview
|
||||
|
||||
Chaos Vehicle is Unreal Engine 5's physics-based vehicle simulation system. It provides realistic vehicle physics and handling.
|
||||
|
||||
### Setup
|
||||
|
||||
1. **Enable Chaos Physics**:
|
||||
- Project Settings > Physics > Chaos Physics
|
||||
- Enable Chaos Vehicle
|
||||
|
||||
2. **Vehicle Blueprint**:
|
||||
- Create vehicle blueprint
|
||||
- Add Chaos Vehicle components
|
||||
- Configure physics settings
|
||||
|
||||
---
|
||||
|
||||
## Vehicle Assets
|
||||
|
||||
### Dubai Supercars
|
||||
|
||||
#### Lamborghini
|
||||
|
||||
- **Model**: SM_Vehicle_Lamborghini
|
||||
- **Blueprint**: BP_Vehicle_Lamborghini
|
||||
- **Type**: Supercar
|
||||
- **Characteristics**:
|
||||
- High speed
|
||||
- High acceleration
|
||||
- Sporty handling
|
||||
|
||||
#### G-Wagon
|
||||
|
||||
- **Model**: SM_Vehicle_GWagon
|
||||
- **Blueprint**: BP_Vehicle_GWagon
|
||||
- **Type**: Luxury SUV
|
||||
- **Characteristics**:
|
||||
- High ground clearance
|
||||
- Stable handling
|
||||
- Luxury aesthetic
|
||||
|
||||
#### Ferrari
|
||||
|
||||
- **Model**: SM_Vehicle_Ferrari
|
||||
- **Blueprint**: BP_Vehicle_Ferrari
|
||||
- **Type**: Supercar
|
||||
- **Characteristics**:
|
||||
- High speed
|
||||
- High acceleration
|
||||
- Sporty handling
|
||||
|
||||
---
|
||||
|
||||
## Vehicle Blueprint Setup
|
||||
|
||||
### BP_VehicleBase
|
||||
|
||||
**Base class for all vehicles**
|
||||
|
||||
### Components
|
||||
|
||||
1. **Chaos Vehicle Movement Component**:
|
||||
- Main vehicle physics component
|
||||
- Handles acceleration, braking, steering
|
||||
- Configures vehicle dynamics
|
||||
|
||||
2. **Mesh Component**:
|
||||
- Vehicle static mesh
|
||||
- Visual representation
|
||||
|
||||
3. **Camera Component** (optional):
|
||||
- Third-person camera
|
||||
- First-person camera (if needed)
|
||||
|
||||
4. **Audio Component**:
|
||||
- Engine sounds
|
||||
- Tire sounds
|
||||
- Other vehicle sounds
|
||||
|
||||
### Physics Settings
|
||||
|
||||
#### Engine
|
||||
|
||||
- **Max RPM**: 6000-8000
|
||||
- **Torque**: High for supercars
|
||||
- **Gear Ratios**: Configure for vehicle type
|
||||
|
||||
#### Transmission
|
||||
|
||||
- **Type**: Automatic or Manual
|
||||
- **Gear Count**: 6-8 gears
|
||||
- **Shift Points**: Configure shift points
|
||||
|
||||
#### Suspension
|
||||
|
||||
- **Spring Rate**: Adjust for vehicle type
|
||||
- **Damping**: Adjust for handling
|
||||
- **Travel**: Suspension travel distance
|
||||
|
||||
#### Tires
|
||||
|
||||
- **Friction**: Tire friction coefficient
|
||||
- **Pressure**: Tire pressure
|
||||
- **Radius**: Tire radius
|
||||
|
||||
---
|
||||
|
||||
## Vehicle Controller
|
||||
|
||||
### BP_VehicleController
|
||||
|
||||
**Purpose**: Handle player input and vehicle control
|
||||
|
||||
### Input Mapping
|
||||
|
||||
- **Throttle**: W key / Gamepad trigger
|
||||
- **Brake**: S key / Gamepad trigger
|
||||
- **Steering**: A/D keys / Gamepad stick
|
||||
- **Handbrake**: Space key / Gamepad button
|
||||
|
||||
### Implementation
|
||||
|
||||
1. **Input Handling**:
|
||||
- Capture player input
|
||||
- Convert to vehicle commands
|
||||
- Send to vehicle movement component
|
||||
|
||||
2. **Camera Control**:
|
||||
- Third-person camera follow
|
||||
- Camera smoothing
|
||||
- Camera offset
|
||||
|
||||
3. **UI**:
|
||||
- Speedometer (optional)
|
||||
- Gear indicator (optional)
|
||||
|
||||
---
|
||||
|
||||
## AI Traffic System
|
||||
|
||||
### PCG_Traffic Graph
|
||||
|
||||
**Purpose**: Generate AI traffic on roads
|
||||
|
||||
### Implementation
|
||||
|
||||
1. **Spline System**:
|
||||
- Create road splines
|
||||
- Define traffic paths
|
||||
- Set traffic direction
|
||||
|
||||
2. **Vehicle Spawning**:
|
||||
- Spawn vehicles at intersections
|
||||
- Spawn vehicles at entry points
|
||||
- Vary vehicle types
|
||||
|
||||
3. **AI Movement**:
|
||||
- Follow spline paths
|
||||
- Maintain speed
|
||||
- Avoid collisions
|
||||
|
||||
### AI Vehicle Controller
|
||||
|
||||
1. **Spline Following**:
|
||||
- Follow road splines
|
||||
- Maintain lane position
|
||||
- Adjust speed
|
||||
|
||||
2. **Traffic Behavior**:
|
||||
- Stop at intersections (optional)
|
||||
- Yield to other vehicles
|
||||
- Maintain safe distance
|
||||
|
||||
---
|
||||
|
||||
## Vehicle Materials
|
||||
|
||||
### Paint Materials
|
||||
|
||||
- **M_Vehicle_Paint**: Base paint material
|
||||
- **Variations**: Different colors per vehicle
|
||||
- **Properties**:
|
||||
- High reflectivity
|
||||
- Low roughness
|
||||
- Metallic (for some colors)
|
||||
|
||||
### Material Instances
|
||||
|
||||
- **MI_Vehicle_Lamborghini_Yellow**: Yellow paint
|
||||
- **MI_Vehicle_Lamborghini_Orange**: Orange paint
|
||||
- **MI_Vehicle_GWagon_Black**: Black paint
|
||||
- **MI_Vehicle_Ferrari_Red**: Red paint
|
||||
|
||||
---
|
||||
|
||||
## Vehicle Audio
|
||||
|
||||
### Engine Sounds
|
||||
|
||||
- **A_Vehicle_Engine_Lamborghini**: Lamborghini engine
|
||||
- **A_Vehicle_Engine_GWagon**: G-Wagon engine
|
||||
- **A_Vehicle_Engine_Ferrari**: Ferrari engine
|
||||
|
||||
### Implementation
|
||||
|
||||
1. **Audio Component**:
|
||||
- Attach to vehicle
|
||||
- Play engine sound
|
||||
- Adjust pitch based on RPM
|
||||
|
||||
2. **Tire Sounds**:
|
||||
- Tire screech on hard braking
|
||||
- Tire squeal on sharp turns
|
||||
|
||||
---
|
||||
|
||||
## Performance Optimization
|
||||
|
||||
### Vehicle Optimization
|
||||
|
||||
1. **LODs**: Use LODs for distant vehicles
|
||||
2. **Culling**: Cull vehicles outside view
|
||||
3. **Instancing**: Use instanced meshes for traffic
|
||||
|
||||
### Physics Optimization
|
||||
|
||||
1. **Update Frequency**: Optimize physics update rate
|
||||
2. **Collision**: Optimize collision shapes
|
||||
3. **Simulation**: Limit physics simulation distance
|
||||
|
||||
---
|
||||
|
||||
## Testing
|
||||
|
||||
### Vehicle Testing
|
||||
|
||||
1. **Handling**: Test vehicle handling
|
||||
2. **Physics**: Verify physics are realistic
|
||||
3. **Performance**: Test performance with vehicles
|
||||
4. **Audio**: Test vehicle audio
|
||||
|
||||
### Traffic Testing
|
||||
|
||||
1. **Spawn Rate**: Test vehicle spawn rate
|
||||
2. **AI Behavior**: Test AI traffic behavior
|
||||
3. **Performance**: Test performance with traffic
|
||||
4. **Collisions**: Test collision avoidance
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: Vehicle handling too sensitive/loose
|
||||
- **Solution**: Adjust suspension settings
|
||||
- **Solution**: Adjust tire friction
|
||||
|
||||
**Issue**: Vehicle not accelerating
|
||||
- **Solution**: Check engine torque settings
|
||||
- **Solution**: Check transmission settings
|
||||
|
||||
**Issue**: AI traffic not moving
|
||||
- **Solution**: Check AI controller setup
|
||||
- **Solution**: Verify spline paths
|
||||
|
||||
**Issue**: Performance issues
|
||||
- **Solution**: Reduce vehicle count
|
||||
- **Solution**: Optimize vehicle meshes
|
||||
- **Solution**: Use LODs
|
||||
|
||||
---
|
||||
|
||||
## Documentation
|
||||
|
||||
### Vehicle Specifications
|
||||
|
||||
Document each vehicle:
|
||||
- Model name
|
||||
- Blueprint name
|
||||
- Physics settings
|
||||
- Material settings
|
||||
- Audio settings
|
||||
|
||||
### Controls
|
||||
|
||||
Document vehicle controls:
|
||||
- Input mapping
|
||||
- Camera controls
|
||||
- Special features
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
139
docs/VR_SETUP.md
Normal file
139
docs/VR_SETUP.md
Normal file
@@ -0,0 +1,139 @@
|
||||
# VR Setup - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the VR setup using OpenXR for the Dubai Metaverse project (optional feature).
|
||||
|
||||
## VR Support
|
||||
|
||||
### Overview
|
||||
|
||||
VR support allows immersive exploration of the Dubai Metaverse using VR headsets.
|
||||
|
||||
### Supported Headsets
|
||||
|
||||
- **Meta Quest**: Quest 2, Quest 3, Quest Pro
|
||||
- **HTC Vive**: Vive, Vive Pro
|
||||
- **Valve Index**: Index
|
||||
- **Other OpenXR**: Any OpenXR-compatible headset
|
||||
|
||||
---
|
||||
|
||||
## Setup
|
||||
|
||||
### Plugin Installation
|
||||
|
||||
1. **Enable Plugin**:
|
||||
- Edit > Plugins
|
||||
- Search for "OpenXR"
|
||||
- Enable plugin
|
||||
- Restart editor
|
||||
|
||||
2. **Verify Installation**:
|
||||
- Check plugin is active
|
||||
- Verify OpenXR tools available
|
||||
|
||||
### Project Settings
|
||||
|
||||
1. **VR Settings**:
|
||||
- Edit > Project Settings > Engine > Rendering
|
||||
- Enable VR support
|
||||
- Configure VR settings
|
||||
|
||||
2. **Input Settings**:
|
||||
- Configure VR input
|
||||
- Map VR controller inputs
|
||||
- Test VR input
|
||||
|
||||
---
|
||||
|
||||
## VR Implementation
|
||||
|
||||
### Player Setup
|
||||
|
||||
1. **VR Pawn**: Create VR-specific pawn
|
||||
2. **Motion Controllers**: Set up motion controllers
|
||||
3. **Teleportation**: Implement teleportation movement
|
||||
4. **UI**: Adapt UI for VR
|
||||
|
||||
### Movement
|
||||
|
||||
1. **Teleportation**: Primary movement method
|
||||
2. **Smooth Locomotion**: Optional smooth movement
|
||||
3. **Comfort Settings**: Comfort settings (vignette, etc.)
|
||||
|
||||
### Interaction
|
||||
|
||||
1. **VR Interactions**: Adapt interactions for VR
|
||||
2. **Hand Tracking**: Use hand tracking (if available)
|
||||
3. **Controller Input**: Map controller inputs
|
||||
|
||||
---
|
||||
|
||||
## Performance
|
||||
|
||||
### VR Performance Targets
|
||||
|
||||
- **Frame Rate**: 90 FPS (required for VR)
|
||||
- **Resolution**: Headset native resolution
|
||||
- **Latency**: Low latency (<20ms)
|
||||
|
||||
### Optimization
|
||||
|
||||
1. **Reduce Quality**: Reduce quality if needed
|
||||
2. **Optimize Rendering**: Optimize for VR
|
||||
3. **LODs**: Use aggressive LODs
|
||||
4. **Culling**: Aggressive culling
|
||||
|
||||
---
|
||||
|
||||
## Testing
|
||||
|
||||
### VR Testing
|
||||
|
||||
1. **Headset Connection**: Test headset connection
|
||||
2. **Tracking**: Test head/controller tracking
|
||||
3. **Movement**: Test movement systems
|
||||
4. **Interactions**: Test VR interactions
|
||||
5. **Performance**: Test VR performance
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: VR not working
|
||||
- **Solution**: Check OpenXR plugin
|
||||
- **Solution**: Verify headset connection
|
||||
- **Solution**: Check VR settings
|
||||
|
||||
**Issue**: Performance issues
|
||||
- **Solution**: Reduce quality settings
|
||||
- **Solution**: Optimize for VR
|
||||
- **Solution**: Use VR-specific optimizations
|
||||
|
||||
**Issue**: Motion sickness
|
||||
- **Solution**: Add comfort settings
|
||||
- **Solution**: Use teleportation
|
||||
- **Solution**: Reduce movement speed
|
||||
|
||||
---
|
||||
|
||||
## Documentation
|
||||
|
||||
### VR Documentation
|
||||
|
||||
Document VR setup:
|
||||
- **Headset Support**: Supported headsets
|
||||
- **Setup Process**: VR setup process
|
||||
- **Controls**: VR controls
|
||||
- **Performance**: VR performance considerations
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
**Note**: VR support is optional. The project can function without VR.
|
||||
|
||||
290
docs/WATER_SYSTEM.md
Normal file
290
docs/WATER_SYSTEM.md
Normal file
@@ -0,0 +1,290 @@
|
||||
# Water System - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document describes the Marina water system implementation for the Dubai Metaverse project.
|
||||
|
||||
## Marina Water Requirements
|
||||
|
||||
### Visual Requirements
|
||||
|
||||
- **Realistic Water**: Photorealistic water appearance
|
||||
- **Reflections**: Strong reflections of buildings and sky
|
||||
- **Caustics**: Light refraction (caustics) on surfaces
|
||||
- **Waves**: Animated wave surface
|
||||
- **Foam**: Foam at edges and around objects
|
||||
|
||||
### Technical Requirements
|
||||
|
||||
- **Performance**: Maintain 60-90 FPS
|
||||
- **Quality**: High visual quality
|
||||
- **Scale**: Large water area (Marina channel)
|
||||
|
||||
---
|
||||
|
||||
## Water Material
|
||||
|
||||
### M_Water_Marina
|
||||
|
||||
**Primary water material for Marina**
|
||||
|
||||
### Material Properties
|
||||
|
||||
#### Base Properties
|
||||
|
||||
- **Blend Mode**: Translucent
|
||||
- **Shading Model**: Default Lit
|
||||
- **Two-Sided**: Enabled
|
||||
|
||||
#### Reflection
|
||||
|
||||
- **Reflectivity**: High (0.8-0.95)
|
||||
- **Reflection Method**: Lumen Reflections
|
||||
- **Reflection Quality**: High
|
||||
|
||||
#### Surface Properties
|
||||
|
||||
- **Roughness**: Low (0.05-0.1) for smooth surface
|
||||
- **Metallic**: Low (0.0-0.1)
|
||||
- **Color**: Slight blue/green tint
|
||||
|
||||
#### Animation
|
||||
|
||||
- **Wave Animation**: Animated normal map
|
||||
- **Wave Speed**: Configurable
|
||||
- **Wave Intensity**: Configurable
|
||||
- **Wave Direction**: Configurable
|
||||
|
||||
### Texture Requirements
|
||||
|
||||
#### Base Color
|
||||
|
||||
- **Resolution**: 4K
|
||||
- **Content**: Water color, depth variation
|
||||
- **Tint**: Blue/green
|
||||
|
||||
#### Normal Map
|
||||
|
||||
- **Resolution**: 4K
|
||||
- **Content**: Wave patterns, surface detail
|
||||
- **Animation**: Animated for wave movement
|
||||
|
||||
#### Roughness
|
||||
|
||||
- **Resolution**: 4K
|
||||
- **Content**: Surface roughness (low for smooth water)
|
||||
|
||||
#### Additional Maps
|
||||
|
||||
- **Caustics**: Caustics texture (optional)
|
||||
- **Foam Mask**: Foam areas (optional)
|
||||
|
||||
---
|
||||
|
||||
## Water Shader Implementation
|
||||
|
||||
### Wave Animation
|
||||
|
||||
1. **Normal Map Animation**:
|
||||
- Use panner node to animate normal map
|
||||
- Combine multiple wave layers
|
||||
- Adjust speed and intensity
|
||||
|
||||
2. **Vertex Animation** (optional):
|
||||
- Animate vertex positions
|
||||
- Use world position offset
|
||||
- Adjust wave height
|
||||
|
||||
### Reflections
|
||||
|
||||
1. **Lumen Reflections**:
|
||||
- Enable Lumen Reflections
|
||||
- High reflection quality
|
||||
- Verify reflections are accurate
|
||||
|
||||
2. **Planar Reflections** (optional):
|
||||
- Use planar reflection actor
|
||||
- For specific reflection needs
|
||||
- Performance consideration
|
||||
|
||||
### Caustics
|
||||
|
||||
1. **Caustics Texture**:
|
||||
- Create or use caustics texture
|
||||
- Project onto surfaces below water
|
||||
- Animate for movement
|
||||
|
||||
2. **Implementation**:
|
||||
- Use material function
|
||||
- Project onto geometry
|
||||
- Adjust intensity
|
||||
|
||||
---
|
||||
|
||||
## Water System Blueprint
|
||||
|
||||
### BP_WaterSystem
|
||||
|
||||
**Purpose**: Control water system behavior**
|
||||
|
||||
### Components
|
||||
|
||||
1. **Water Mesh**:
|
||||
- Large plane or custom mesh
|
||||
- Covers Marina area
|
||||
- Assigned water material
|
||||
|
||||
2. **Water Controller**:
|
||||
- Controls wave animation
|
||||
- Controls water level
|
||||
- Controls water effects
|
||||
|
||||
3. **Foam System**:
|
||||
- Foam at edges
|
||||
- Foam around objects
|
||||
- Foam material
|
||||
|
||||
### Settings
|
||||
|
||||
- **Wave Speed**: Animation speed
|
||||
- **Wave Intensity**: Wave strength
|
||||
- **Water Level**: Water height
|
||||
- **Foam Intensity**: Foam amount
|
||||
|
||||
---
|
||||
|
||||
## Foam System
|
||||
|
||||
### M_Water_Foam
|
||||
|
||||
**Foam material for water edges**
|
||||
|
||||
### Properties
|
||||
|
||||
- **Blend Mode**: Translucent or Additive
|
||||
- **Color**: White/light blue
|
||||
- **Opacity**: Variable
|
||||
- **Emissive**: Slight emissive
|
||||
|
||||
### Implementation
|
||||
|
||||
1. **Foam Mask**:
|
||||
- Create foam mask texture
|
||||
- Or use distance-based mask
|
||||
- Define foam areas
|
||||
|
||||
2. **Foam Placement**:
|
||||
- Place at water edges
|
||||
- Place around objects
|
||||
- Use decals or separate mesh
|
||||
|
||||
---
|
||||
|
||||
## Performance Optimization
|
||||
|
||||
### Water Optimization
|
||||
|
||||
1. **Material Complexity**:
|
||||
- Optimize shader instructions
|
||||
- Use efficient nodes
|
||||
- Minimize texture sampling
|
||||
|
||||
2. **Mesh Optimization**:
|
||||
- Use efficient mesh
|
||||
- Optimize vertex count
|
||||
- Use LODs if needed
|
||||
|
||||
3. **Reflection Optimization**:
|
||||
- Optimize Lumen Reflections
|
||||
- Limit reflection distance
|
||||
- Use lower quality if needed
|
||||
|
||||
### Streaming
|
||||
|
||||
- **World Partition**: Use World Partition for large water areas
|
||||
- **Distance Culling**: Cull water outside view
|
||||
- **LODs**: Use LODs for distant water
|
||||
|
||||
---
|
||||
|
||||
## Integration
|
||||
|
||||
### With Lighting
|
||||
|
||||
- **Reflections**: Water reflects sky and buildings
|
||||
- **Caustics**: Caustics on surfaces below
|
||||
- **Time of Day**: Water appearance changes with time
|
||||
|
||||
### With Buildings
|
||||
|
||||
- **Reflections**: Buildings reflect in water
|
||||
- **Interaction**: Water interacts with building bases
|
||||
- **Foam**: Foam around building foundations
|
||||
|
||||
### With Vehicles
|
||||
|
||||
- **Wake Effects**: Vehicle wake (optional)
|
||||
- **Splashes**: Water splashes (optional)
|
||||
|
||||
---
|
||||
|
||||
## Testing
|
||||
|
||||
### Visual Testing
|
||||
|
||||
1. **Reflections**: Verify reflections are accurate
|
||||
2. **Waves**: Verify wave animation is smooth
|
||||
3. **Caustics**: Verify caustics are visible
|
||||
4. **Foam**: Verify foam placement is correct
|
||||
|
||||
### Performance Testing
|
||||
|
||||
1. **Frame Rate**: Test frame rate with water
|
||||
2. **Memory**: Test memory usage
|
||||
3. **Optimization**: Test optimization settings
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: Water not reflecting
|
||||
- **Solution**: Check Lumen Reflections enabled
|
||||
- **Solution**: Verify reflection quality settings
|
||||
|
||||
**Issue**: Waves not animating
|
||||
- **Solution**: Check material animation nodes
|
||||
- **Solution**: Verify time-based nodes
|
||||
|
||||
**Issue**: Performance issues
|
||||
- **Solution**: Optimize material complexity
|
||||
- **Solution**: Reduce reflection quality
|
||||
- **Solution**: Use LODs
|
||||
|
||||
**Issue**: Water too transparent/opaque
|
||||
- **Solution**: Adjust opacity settings
|
||||
- **Solution**: Adjust color and tint
|
||||
|
||||
---
|
||||
|
||||
## Reference
|
||||
|
||||
### Dubai Marina Water
|
||||
|
||||
- **Color**: Clear blue/green
|
||||
- **Reflections**: Strong reflections
|
||||
- **Waves**: Gentle waves
|
||||
- **Clarity**: Clear, visible depth
|
||||
|
||||
### Material References
|
||||
|
||||
- Study real water materials
|
||||
- Reference Dubai Marina photos
|
||||
- Match visual appearance
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
Reference in New Issue
Block a user