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Map Layer Features Not Always in The Right Place #1587
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After looking into it further, it also appears that some of the features are duplicated on a tile when the tile goes out of view and then I come back to it. So the tiles end up having multiple children as just one feature can be repeated more than once |
Maybe you guys are not working because of the corona virus. Though we really would appreciate your attention on this as soon as possible because it has been holding up development. I have been trying to work on other things, but this issue is really at the center of a key feature for the app.. |
I came across this issue (#1537) which seems to be similar and I tried the fix mentioned, but it doesn't work. After applying the fix, my map looks like the following screen shot: Red lines indicate dangerous roads, pink lines are all other roads and the blue is water (a river in this case). As you can see some tiles still have lots of random mesh data, including portions of rivers that are out of place and roads going crazy.. On top of that, while some of the road mesh is loading properly, most of the mesh sections that are in the right place have 1 or more clones in the same spot.. |
Hey @highpockets! and this is the old one in case you don't want to pull dev; Can you apply those two (very small 1-2 line changes) and see if it helps? It should prevent mesh leak issues altogether. |
Thanks @brnkhy , works beautifully.. |
Can't confirm this fix is working. Please refer to this cross-related issue : |
Note: If this is a bug or support ticket, please provide the following information:
Unity version: 2019.3.5f1
Scripting Runtime Version: .NET 4.6
Scripting Backend: IL2CPP
Api Compatibility Level: .NET Standard 2.0
Mapbox SDK version: 2.1.1
The platform you're building to: iOS/Android
A description of what you're trying to do:
Adding a Mapbox Streets V8 map layer with roads so we can have mesh colliders on roads. Everything is ok when initializing the map/starting the game. The 'Extent Options' is set to 'Range Around Transform', thus after moving the target transform, tiles start to appear in the direction that the transform moves and the textures and road meshes appear in the new positions, but on a lot of those tiles, there is extra road mesh from, what I assume is, the previous position of the tile.
So, I tried to track down where the tiles were being redistributed and I found myself inside the AbstractMapVisualizer at the LoadTile() function, line 225. I tried to check the unityTile for children and if the tile has children, Destroy() those child objects, but that appears to be Destroying some of the new children as well:
Here is an image to help see the issue. The pink lines are the roads that I have defined in the Map Layer features. You will notice that all streets are defined except for the primary's, trunks and motorways along with bridges which is what we want, but there are additional pink roads in random spots, like crossing the river for example.
Steps mentioned above...
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