- 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
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Geo Tile Loading Progress
Current State
- Unity version: 6000.3.5f1 running locally (Unity manages ProjectVersion file).
- Addressables 2.8.0 added.
- Prefab output default:
Assets/TilePrefabs. - Addressables build produces per-tile bundles in
ServerData/TileBundles/Android. - Runtime loader:
GeoTileAddressablesLoaderwith verbose logging toggle. - Quest package:
com.dtrierflood.dtrierflood.
Scene Setup
- Scene:
Assets/Scenes/TestArea1.unity. - Kept:
XR Origin (XR Rig),XR Interaction Manager,EventSystem. - Added:
GeoTileLoaderwithGeoTileAddressablesLoader.GeoTileContainerassigned totilesParent.playerassigned toXR Origin (XR Rig)/Camera Offset/Main Camera.
Device Staging
- Quest path:
/sdcard/Android/data/com.dtrierflood.dtrierflood/files/TileBundles/Android
- Contents confirmed:
catalog_0.1.0.bincatalog_0.1.0.hashTileManifest.json- 10 tile bundles
Known Issues
- Loader previously failed due to missing
TileManifest.json. - After pushing manifest, need to re-run and verify tile loads.
- Device logs are noisy with system entries; focus on
[GeoTileAddressablesLoader]lines.
Next Steps
- Run on Quest with
verboseLoggingenabled to confirm:- manifest + catalog load
- tile load events
- If tiles still fail:
- Validate
catalog_*.binpath inTileManifest.json. - Confirm Addressables address keys match prefab names.
- Validate
- Optional:
- Add a manual "load tile by ID" debug action.
- Add Unity menu to push bundles to Quest via adb.