Advanced Options

Overview

This page contains explains the settings for advanced use of the Cognitive3D SDK. Select cognitive3D->Advanced Options to open Preferences.

General

  • API Key - This is used to send your data to your project.
  • Enable Logging - This will display cognitive3D specific logs. This is useful for setting up the SDK, but this should be disabled before release.
  • Enable Development Logging - Displays a detailed logs for serious troubleshooting. This should be disabled before release.

3D Player Tracking

  • Gaze Type - Select the method to record the player's gaze positions
    • Physics - Uses physics raycast to detect gaze position. Requires colliders on anything the player can look at. Ideal for Augmented Reality and 360 Videos.
    • Command - Uses the rendered scene to determine gaze position. ~1ms overhead regardless of scene complexity. May have issues with Unity 2018 lightweight scriptable render pipeline.
    • Depth - Uses the rendered scene to determine gaze position, but more expensive as the scene increases complexity. Similar to how gaze positions were recorded in version 0.8.0 and earlier. Currently unsupported on Unity 2018 lightweight scriptable render pipeline.
  • Snapshot Interval - This is the delay between each time the player's gaze is saved.
  • Dynamic Object Search in Parent - This allows dynamic object components to use child colliders to track gaze.
  • Track GPS Location - Enables recording GPS and Compass data.
    • Sync with Player Update - Record current GPS and Compass data each snapshot interval.
    • GPS Update Interval - Sets the interval for each time GPS and Compass data should be refreshed.
    • GPS Accuracy - Sets the desired accuracy of the GPS and the distance the device must move before this data is refreshed.
  • Record Floor Position - Record the floor position beneath the HMD position. Uses a physics raycast to determine position.

360 Player Tracking

  • Snapshot Interval - This is the delay between each time the player's gaze is saved.

Sending Data Batches

  • Gaze Snapshot Batch Size - The number of gaze events that are recorded before automatically sent to SceneExplorer

  • Event Snapshot Batch Size - The number of custom events that are recorded before automatically sent to SceneExplorer

  • Event Extreme Batch Size - Threshold for ignoring the Event Minimum Timer. If this many Events have been recorded, immediately send
  • Event Minimum Timer - Time (in seconds) that must be elapsed before sending a new batch of Event data. Ignored if the batch size reaches Event Extreme Limit
  • Event Automatic Send Timer - The time (in seconds) to automatically send any outstanding Event data

  • Dynamic Snapshot Batch Size - The number of dynamic object events that are recorded before automatically sent to SceneExplorer

  • Dynamic Extreme Batch Size - Threshold for ignoring the Dynamic Minimum Timer. If this many Dynamic snapshots have been recorded, immediately send
  • Dynamic Minimum Timer - Time (in seconds) that must be elapsed before sending a new batch of Dynamic data. Ignored if the batch size reaches Dynamic Extreme Limit
  • Dynamic Automatic Send Timer - The time (in seconds) to automatically send any outstanding Dynamic snapshots or Manifest entries

  • Sensor Snapshot Batch Size - The number of sensor events that are recorded before automatically sent to SceneExplorer

  • Sensor Extreme Batch Size - Threshold for ignoring the Sensor Minimum Timer. If this many Sensor datapoints have been recorded, immediately send
  • Sensor Minimum Timer - Time (in seconds) that must be elapsed before sending a new batch of Sensor data. Ignored if the batch size reaches Sensor Extreme Limit
  • Sensor Automatic Send Timer - The time (in seconds) to automatically send any outstanding Sensor data

Local Data Cache

  • Save data to Local Cache if no internet connection - Enables creating a Local Data Cache file in the Application's Persistent Data Path
  • Cache Size - The maximum size of the Local Data Cache. If this is at capacity, data that can't reach the internet will not be saved
  • Upload Local Cache Rate - The number of outstanding data requests that will be read from the Local Data Cache and sent whenever there is a successful response from the Cognitive3d Dashboard

Sending Data

  • Custom Gateway - Sets a custom endpoint domain for data collection. You probably don't need to change this!
  • Custom Viewer - Sets a custom url to quickly open scenes online from the SDK
  • Custom Dashboard - Sets a custom url to quickly open the dashboard from the SDK
  • Send Data on HMD Remove - This will send any outstanding data if the player has removes the HMD
  • Send Data on Level Load - This will send any outstanding data just after a new scene is loaded
  • Send Data on Quit - This will send any outstanding data before Application.Quit is completed. May not work correctly on mobile devices
  • Send Data on Hotkey - This will send any outstanding data when the hotkey below is pressed. By default Shift+F9

Scene Export

The currently active scene and version number is displayed. This requires the scene is exported and uploaded to SceneExplorer. It is generally recommended you use the Scene Setup Window to upload a scene.

  • Texture Export Quality - Export and Scale required textures. Lower resolutions load faster in SceneExplorer
  • Export Lowest LOD from LODGroup components - If LOD components are found in the scene, the lowest LOD mesh will be exported. If unchecked, the highest resolution mesh will be exported.
  • Export AO Maps - Skips exporting Ambient Occlusion maps from standard shaders. These maps display with incorrect UVs when exported in the GLTF format.

Export will export the scene to a folder in the root directory of the project. You can examine or modify the scene

Upload will upload the scene to SceneExplorer (either as a new scene or a new version)

Refresh Latest Scene Versions gets the current scene's version number and version id from SceneExplorer. This happens automatically after a scene is uploaded

Scene Settings is a collection of all the scene data needed by the project