The main repository for the SVL Simulator does not contain art assets. We have moved these assets to external repositories so users can easily add their own. Adding assets is only supported when cloning simulator source with Unity Editor in developer mode.
Currently there are several open-source examples.
Table of Contents
All assets have been removed from Simulator source code. When working in developer mode and building custom binaries, users must build assets locally for npcs and pedestrians.
Assets need to be cloned into a specific location in the project:
simulator/Assets/External/NPCsfor NPCs and Bicycles
simulator/Assets/External/Pedestriansfor Walkers, Scooters and Animals
Clone the desired asset into the appropriate folder. Do not change the name of the folder that the asset is cloned into, it must match the name of the asset.
simulator/Assets/External/Environments/Mars must contain
simulator/Assets/External/Vehicles/Rover must contain
simulator/Assets/External/NPCs/DefaultNPC must contain
simulator/Assets/External/Pedestrians/Walkers must contain
- For map assets setup see here.
- For ego vehicle asset setup see here.
- For npc asset setup see here.
- For pedestrian asset setup see here.
Assets are built using the same build script as the simulator. Follow the build instructions through step 17.
NPCs and Pedestrians must be built locally for custom binaries. They must be added to AssetBundles folder to be loaded by the simulator binary or in editor source in developer mode.
IMPORTANT Windows and Linux support must be installed with Unity to build assetbundles