Integrating Vortex Studio with full Unity workflow - com.cm-labs.vortex.integration.unity
The full integration of Unity with Vortex Studio offers the advantage of the standalone integration - full Unity workflow, two-way communication between Vortex and Unity (through VHL interfaces), etc. - in addition to the advantage of the integration for distributed simulation - distributed simulation, cable system, earthworks, etc. The integration can be added to any HDRP Unity project by installing the package com.cm-labs.vortex.integration.unity.
Follow the guides below to get started:
How to....
Enable your project to use Vortex Studio dynamics simulation | |
Opening the demo project from Vortex Demo Scenes in Unity Editor | VortexIntegrationUnityProject from Demo Scenes is a simple example use of the integration package |
Keep your Vortex Studio scene and your Unity Scene synchronized | |
Use VortexApplication singleton to query the status of the simulation | |
Use VHL to let Unity communicate back and forth with Vortex | |
Populate your scene with existing Vortex mechanism and assemblies | |
Connect Vortex simulated objects to Unity graphics | |
Using the Vortex Dynamics cable to show ruban, chains, or a simple cable in Unity | |
Configuring and using Viewport Cameras | |
Use Vortex Director to create a distributed Vortex-Unity simulator | |
Use your own Setup file that are exactly adapted to your simulation. | |
Use the Unit system to convert values in US units for display | |
Features of the Vortex Unity integration requiring Asset Bundles | Use features from the previous version of the Unity integration for using Unity as a renderer only, with asset bundles |
Integrate Unity Terrains with Vortex | |
Interactions between Vortex and Unity physics objects | |
https://vortexstudio.atlassian.net/wiki/spaces/VSD2410/pages/3817447502 | Debugging the simulation content |
https://vortexstudio.atlassian.net/wiki/spaces/VSD2410/pages/3817447077 | Build a Unity application using Vortex |
https://vortexstudio.atlassian.net/wiki/spaces/VSD2410/pages/3817452853 | Integrating Vortex earthworks with the Unity terrain |
Supported version
Starting with Vortex 2024.3, Vortex toolkit is using Unity 2022.3.21f1
From Vortex Studio 2023.4 to Vortex Studio 2024.2, the Vortex toolkit is using Unity 2021.3.22f1
From Vortex Studio 2023.1 to Vortex Studio 2023.3, the Vortex toolkit is using Unity 2021.3.16f1
From Vortex Studio 2022.10 to Vortex Studio 2023.12, the Vortex Vortex toolkit is using Unity 2021.3.12f1
From Vortex Studio 2022.6 to Vortex Studio 2023.9, the Vortex toolkit is using Unity 2021.3.4f1
From Vortex Studio 2022.4 to Vortex Studio 2022.6, the Vortex toolkit is using Unity 2020.3.20
FAQ
How do I set up multiples viewpoints in a distributed simulation?
For more detailed information about setting it up, you can refer to this link: https://vortexstudio.atlassian.net/wiki/spaces/VSD2311/pages/3409980857/Displays+and+Viewpoints However, the use of Display and Viewpoints to configure cameras was initially designed for the Vortex distributed simulator and is partially used with the Unity integration.
The geometric layout of the Displays is specified in the Vortex Setup file (vxc), while configuring a viewpoint in Unity streamlines the process of ensuring that each Display presents the correct view based on the Display geometry and the Viewpoint's position and orientation. It is crucial to emphasize that Unity exclusively accommodates a single viewpoint per computer. To incorporate multiple viewpoints on distinct screens, individual computers must be allocated for each viewpoint to leverage this functionality.
If the objective is to exhibit a single viewpoint per computer across multiple screens, this can be accomplished effectively. In the scenario of having multiple viewpoints, the system will operate seamlessly as long as only one viewpoint is displayed per computer, at any given time. See Configuring and using Viewport Cameras
If the objective is to showcase multiple viewpoints on the same computer at the same time, the Display/Viewpoint functionality within the Unity integration cannot be used. To use the Display and viewpoints in such a scenario, it would require a computer per viewpoint, a Vortex Setup file with x nodes (one per PC), each with a seat, and each role would assign the correct viewpoint to each seat.
As a solution, setting up your viewpoints within the Unity scene by using Unity cameras and linking them to the appropriate Unity Display will provide you with precise control over the display output within Unity. This approach bypass the Vortex Viewpoint and Displays. To be able to set it up correctly, use the Role and seats feature. Based on the role set for each seat, that information can be used to preset which role shows which camera with a Unity C# script in each of the roles.
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