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Feedback Better detailed documentation

Discussion in 'Unity MARS' started by ntvd1207, Jan 9, 2021.

  1. ntvd1207

    ntvd1207

    Joined:
    Dec 16, 2018
    Posts:
    12
    I understand unity mars uses its own technology, but it can help linking some existing terminology to its own. For example, the basic concept of a proxy. Im guessing its an anchor? Once a game object is placed on this "proxy" is it considered a child of that proxy like an anchor?

    It's said that this mars application is new and "friendly". I mean it is, but the lack of documentation doesn't breach the gap for new users and experienced ones.
     
  2. Blinxel_AR

    Blinxel_AR

    Joined:
    Jan 26, 2015
    Posts:
    54
    Oh yeah, the docs are really not good yet.
     
  3. jmunozarUTech

    jmunozarUTech

    Unity Technologies

    Joined:
    Jun 1, 2020
    Posts:
    244
  4. Gareth-Tech

    Gareth-Tech

    Joined:
    Jul 10, 2015
    Posts:
    20
    To be honest running through the "Getting Started with MARS" does make it all clear. I jumped right in before going to the documentation so maybe that's why I didn't have a problem with it. It was all well written, clearly setup step by step. I recommend everyone go through that first to understand the basics of MARS.
     
    jmunozarUTech likes this.
  5. jmunozarUTech

    jmunozarUTech

    Unity Technologies

    Joined:
    Jun 1, 2020
    Posts:
    244
    Correct, the idea is to start reading the documentation through the Getting started with MARS if you are new to the tool (https://docs.unity3d.com/Packages/com.unity.mars@1.0/manual/GettingStarted.html) and take it from there.

    The documentation starts explaining basic terminology and builds on top of said concepts, so its necessary to read the documentation from the getting started to have an understanding of MARS concepts.
     
  6. Blinxel_AR

    Blinxel_AR

    Joined:
    Jan 26, 2015
    Posts:
    54
    @jmunozarUTech You're absolutely right. Sorry about the vague note.
    For me it comes back to great features like using a proxy mesh as an occluder, so that the objects placed by MARS are occluded properly. This is vital for any MARS scene that uses more than 1 room. However making this work was (as of a couple of weeks ago) undocumented. Apologies if that's since been added.
     
  7. jmunozarUTech

    jmunozarUTech

    Unity Technologies

    Joined:
    Jun 1, 2020
    Posts:
    244
    Great suggestion!, so pretty much boils down to making more examples.

    @Blinxel_AR I will be creating a post for feedback on the MARS docs shortly, we would really appreaciate if you can come up with concise examples / stuff that we should take into consideration to make our docs better! :).

    Again, thanks! :)
     
  8. Blinxel_AR

    Blinxel_AR

    Joined:
    Jan 26, 2015
    Posts:
    54
    I'll use that thread.
     
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