Files
DTrierFlood_Linux/Notes/GEOTILELOADING_PLAN.md
s0wlz (Matthias Puchstein) bd1e6f4f4d set up addressable geo tile streaming for quest
- add addressables settings/groups for tile prefabs with custom TileBuildPath/TileLoadPath profiles and link.xml preservation
- add editor tools for building tile addressables, configuring openxr quest loaders, removing missing scripts, and forcing android tool paths
- add runtime loader + manifest model to stream tile bundles from persistent data with radius-based load/unload
- add TestArea1 scene wired to GeoTileAddressablesLoader and update build settings to enable it
- update geo tile prefab importer output path to Assets/TilePrefabs
- update project/xr/android settings: min sdk 34, app id, openxr composition layers + quest devices, scripting define symbols, and renderer tweaks
- update packages (addressables 2.8, ar foundation 6.3.2, composition layers 2.3, collab proxy 2.11.2) and record scriptable build pipeline config
- remove temporary recovery scene files and add Notes plan/progress docs
2026-01-22 01:12:59 +01:00

1.2 KiB

Geo Tile Loading Plan

Goal

Stream terrain tiles on Quest from local storage using Addressables (one bundle per tile) with an offline-first workflow.

Approach

  • Build tiles as Addressables (one bundle per tile).
  • Store bundles + catalog + manifest under Application.persistentDataPath/TileBundles/<platform>.
  • Runtime loader reads TileManifest.json, loads the local Addressables catalog, and streams tiles in/out by distance.

Implementation Steps

  1. Tile prefabs
    • Generate tile prefabs into Assets/TilePrefabs.
  2. Addressables build
    • Build Android content via Tools > Geo Tiles > Build Tile Addressables (Android).
    • Output expected in ServerData/TileBundles/Android.
  3. Device staging
    • Push folder to Quest:
      • adb -s 2G0YC1ZG2V00BV push ServerData/TileBundles/Android/. /sdcard/Android/data/com.dtrierflood.dtrierflood/files/TileBundles/Android/
  4. Runtime loader
    • Use GeoTileAddressablesLoader in the scene.
    • Assign player to XR rig camera.
    • Adjust load/unload radii for memory/perf.

Debug Checklist

  • Verify TileManifest.json is on device.
  • Verify catalog file exists (catalog_*.bin).
  • Enable verboseLogging on the loader to see init + tile loads.
  • Check device logs with adb logcat -s Unity.