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Stop tiles from unloading outside the view port

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12-11-2025 12:41 AM
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ArunPrasannan
New Contributor

Is there any way to stop tiles (elevation and basemap) from unloading if zoomed out of the view/another location in the map? Tried adding a secondary camera, but the resolution of the rendered map is too low.

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MichaelBranscomb
Esri Frequent Contributor

Hi Arun,

The SDK dynamic loads and unloads the data needed to support the current viewpoint. This is necessary to support scenes from global to local scale anywhere in the world. So you'll find data is being unloaded when out of view. One approach you could try involves separating the Unity camera and the ArcGIS camera, and placing the ArcGIS camera above the area of interest with the frustrum pointing downwards to ensure data is loaded and remains loaded for the whole area of interest. You may need to increase the Quality Scaling Factor of the ArcGIS Camera to load a higher resolution / level of detail (possible via the Inspector window or the API). For more info see Camera | ArcGIS Maps SDK for Unity | Esri Developer.

The API also provide options to increase the CPU & GPU memory quotas and setting viewport properties (size and field of view), which you might take a look at: ArcGISView | ArcGIS Maps SDK for Unity | Esri Developer.

For our roadmap we're considering additional options to provide developers with greater control over data loading, to better support the wide variety of devices and scenarios required.

 

Thanks 

 

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4 Replies
A_Sherif222
New Contributor

Thats the LOD , its automatic .

if you want the map static , u can use blender for having a static tiles(GIS-addon)  , and use the SDK for having the layer.

should make georeference for the map so u can add the layer correctly

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MichaelBranscomb
Esri Frequent Contributor

Hi Arun,

The SDK dynamic loads and unloads the data needed to support the current viewpoint. This is necessary to support scenes from global to local scale anywhere in the world. So you'll find data is being unloaded when out of view. One approach you could try involves separating the Unity camera and the ArcGIS camera, and placing the ArcGIS camera above the area of interest with the frustrum pointing downwards to ensure data is loaded and remains loaded for the whole area of interest. You may need to increase the Quality Scaling Factor of the ArcGIS Camera to load a higher resolution / level of detail (possible via the Inspector window or the API). For more info see Camera | ArcGIS Maps SDK for Unity | Esri Developer.

The API also provide options to increase the CPU & GPU memory quotas and setting viewport properties (size and field of view), which you might take a look at: ArcGISView | ArcGIS Maps SDK for Unity | Esri Developer.

For our roadmap we're considering additional options to provide developers with greater control over data loading, to better support the wide variety of devices and scenarios required.

 

Thanks 

 

ArunPrasannan
New Contributor

Thanks, this solution worked for me!

I separated the cameras as suggested: I created a specific "loader" camera pointing downwards to cover the entire area (keeping tiles loaded), while using a separate camera for the actual player view. I also manually set the terrain quality by adjusting the "Quality Scaling Factor"

Just to clarify my setup for others:

  • Movement/Player Cam: Has the Audio Listener and ArcGIS Camera Controller, but no ArcGIS Camera component.

  • Loader Cam: Has the ArcGIS Camera component, but no Audio Listener or Camera Controller.

MichaelBranscomb
Esri Frequent Contributor

Awesome, thanks for the update!

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