POST
|
Two samples that might help: Reverse geocoding: https://github.com/Esri/arcgis-maps-sdk-unreal-engine-samples/blob/0c68aa9c45c0f8346b1f25993b9cc79eddc2598c/sample_project/Source/sample_project/Geocoding/Geocoder.cpp#L252 Identify 3D Object Scene Layer IDs: arcgis-maps-sdk-unreal-engine-samples/sample_project/Content/SampleViewer/Samples/HitTest at main · Esri/arcgis-maps-sdk-unreal-engine-samples (github.com)
... View more
05-07-2024
01:44 AM
|
0
|
0
|
294
|
POST
|
@DougBrowning Thanks for adding me to the thread, I'll see what I can find out.
... View more
04-30-2024
07:42 AM
|
3
|
0
|
372
|
POST
|
Hi, Yes, you can work with private / secured ArcGIS content and services in the Maps SDK for Unreal Engine via OAuth 2.0, and if only using ArcGIS Platform location services or ArcGIS Online then you can also use API Keys. For more information see: Authentication | ArcGIS Maps SDK for Unreal Engine | ArcGIS Developers Introduction to security and authentication | Documentation | ArcGIS Developers Thanks
... View more
04-30-2024
05:17 AM
|
0
|
0
|
261
|
POST
|
Hi, Some resources to help you get started: Sketch on map | ArcGIS Runtime API for .NET | ArcGIS Developers Create and save KML file | ArcGIS Runtime API for .NET | ArcGIS Developers Class SketchEditor (arcgis.com) But note the SketchEditor is now considered the legacy pattern, and in the v200.x generation of the API it has been superseded by the GeometryEditor. I highly recommend, if possible, updating to the latest release, v200.4, and starting with the new pattern instead. Create and edit geometries | ArcGIS Maps SDK for .NET | ArcGIS Developers Class GeometryEditor (arcgis.com) Thanks
... View more
04-16-2024
12:18 AM
|
1
|
0
|
433
|
POST
|
Hi, Apologies for the delay replying to this... the good news is that we're currently working no support for the global 3D buildings layer and it will be supported in an upcoming release. In the meantime, to check the I3S version you can follow these steps: 1. Go to the ArcGIS Online / portal item page e.g. https://www.arcgis.com/home/item.html?id=ca0470dbbddb4db28bad74ed39949e25. 2. Scroll down until you see the URL property on the right side, the click the View link (or copy / paste into a new browser tab). 3. Find and check the property `serviceVersion` in the JSON. If it is 2.0 then it's not currently supported in our Unreal Engine Maps SDK v1.4, but will soon be supported in an upcoming release. Thanks
... View more
03-27-2024
01:28 AM
|
0
|
0
|
647
|
POST
|
Hi, Can you share details of the service / data you're trying to use? Thanks
... View more
03-27-2024
01:23 AM
|
0
|
0
|
647
|
POST
|
It sounds like when you don't have the custom GameMode Override, then all map content loads fine for both the front-facing camera and a 3rd person view of the drone? It's possible something specific about the custom game mode isn't triggering the map to fetch more data. Can you share more details about the custom GameMode? (if you're not able to share this info here, feel free to email me at mbranscomb@esri.com. Thanks
... View more
02-27-2024
03:53 AM
|
0
|
0
|
551
|
POST
|
Hi, Overall, as a developer planning to create a revenue generating app, if your users are using ArcGIS Platform location services via authentication (either an API key or an ArcGIS identity) then you can use the free Essentials tier to create those applications. In terms of deployment, there are two aspects to consider: 1) licensing the API/technology in your deployed applications, and 2) authenticating for use of location services. The named user (ArcGIS identity) approach can achieve both, where specific types of user roles can license the API (e.g. an ArcGIS user of type Viewer provides a runtime license at the Lite level) and as an authenticated user they can consume organizational credits for accessing location services. Otherwise, it would be necessary for a commercial application to have an ArcGIS Developer subscription at Builder level or higher to publish a commercial application, if the application wasn't consuming authenticated ArcGIS Platform location services. Thanks
... View more
02-20-2024
07:02 AM
|
0
|
0
|
406
|
POST
|
Can share any more info about why you want to change the opacity of the basemap? (e.g. for greater contrast with your own overlaid content, to see content beneath the basemap, to see content beneath the terrain/surface...) The Basemap is a collection of ArcGISLayers, so you could write code to iterate the layers in the collection and set the opacity. Or alternatively, add the layers that you want as your basemap as regular layers via the UI where you can then set the opacity (and remember to set the API key / authentication type). The basemaps in the gallery are effectively the basemaps included in the (for developers) group on ArcGIS.com: Group: Developer basemaps-api - Overview (arcgis.com) Example basemap item: https://www.arcgis.com/home/item.html?id=4094f2a1c7e5466f8d8d5a18f077e16a Those services all require a "token" - for more info see access token | Documentation | ArcGIS Developers
... View more
02-20-2024
05:28 AM
|
1
|
1
|
474
|
POST
|
Hi, This sounds like a great project, sorry to see it's not working as you expect. Can you provide more information about what you're trying to achieve, for example is it two views, one forward-facing and one rear-facing, that are simultaneously updating? Or is the data just not updating for a singe view as the field of view changes? Can you confirm you're using the latest version, v1.4? Have you tried using the ArcGISView SetViewportProperties method? Although I believe the maximum value for the horizontalFieldOfViewDegrees property is 120 degrees. Thanks
... View more
02-20-2024
03:14 AM
|
0
|
2
|
595
|
POST
|
You can still find the old resources online: ArcGIS Runtime SDK for WPF | ArcGIS Resource Center ArcGIS Runtime SDK for Microsoft WPF - Library Reference
... View more
02-20-2024
02:24 AM
|
0
|
0
|
326
|
BLOG
|
The latest release of the ArcGIS Maps SDK for Unity and ArcGIS Maps SDK for Unreal Engine includes game-changing capabilities that are the culmination of a series of major development epics spanning multiple releases over the last year. In this blog post we'll review some of the highlights and look at how they can be applied in your work building serious games and industrial digital twins at the intersection of cutting edge GIS and game engine development. Building scene layers The Game Engine Maps SDKs now enable you to build your next generation 3D and XR apps including the ability to visualize, query, and filter BIM (building information model) data through the new, comprehensive support for building scene layers. Building scene layer representing the Turanga Library in Christchurch, New Zealand (building data provided by Christchurch City Council). Building scene layers enable you to visualize highly detailed, complex 3D models of buildings and interact with the individual components that make up the fabric of the building by querying and filtering different criteria. For example, your users might want to filter the entire building by the building level and show just the content for a single specific floor, or they might want to view all the aspects that belong to a single building subsystem, such as the pipes. You can build all this and more with the rich support for building scene layers. Custom filter expression for a building scene layer (building data provided by Christchurch City Council). Mesh modifications and spatial filters To truly integrate GIS content within a game engine, you need the ability to manipulate that content from within the game engine by slicing, dicing, and splicing with your own data. One of the most common feature requests we heard from you was the need to create an empty space in the scene for your content, whether other ArcGIS layers or game engine assets. The latest release of the Game Engine Maps SDKs provides genuinely groundbreaking support for modifying a terrain mesh and filtering 3D scene layers. The areas you specify will exclude (clip) or include data (mask) meshes and scene layers, plus you can also flatten the mesh to a constant value (replace). Once you've applied mesh modifications and/or spatial filters you can start adding your own terrain model that might represent a new landscape for a planned building, supplement a 3D object scene layer with a building scene layer for a specific structure, or include game engine assets to represent other real-world objects. With no established paradigm for polygon digitization in the game engines, the UX design presented an interesting challenge that required finding a new workflow, natural for both game engine developers and designers, and GIS developers. The result is a powerful, intuitive set of tools integrated with the game engine IDEs to support interactively creating, modifying, and moving polygons that define your area or areas of interest. Clip, mask, & replace mesh modifications. Low-code/no-code development We know many of you aren't [yet] experienced game engine developers, yet you understand the value and benefit of building these next generation 3D and XR apps. And perhaps you're promoting these new capabilities within your organization, or to your customers, to help justify a new project or product. In cases like these, you need tools to help you get started quickly. The SDKs include a comprehensive set of low-code/no-code tools within Unity and Unreal Engine for interactively managing your terrain and layers, for modifying and filtering meshes and scene layers, and for querying building scene layers. For the more experienced game engine developers amongst you, the SDK includes a full API to support building all these workflows and more, in code. Comprehensive geospatial SDKs for game engines Over the last year we have also added significant new chapters and topics to our developer guide docs and completely redesigned and enhanced our interactive code samples with a game-centric design approach, plus new XR samples for virtual tabletops and VR. With the latest release in December 2023, for the first time, we simultaneously released the Unity Maps SDK in the Unity Asset Store and as a download from the ArcGIS Developers site. And as you read this, we're busy working behind the scenes to ensure we can bring future releases of our Unreal Engine Maps SDK to you via the Unreal Engine Marketplace, while you can of course still get the latest today from the ArcGIS Developers site. What's next? Each release of the ArcGIS Maps SDKs Game Engines continues our dual-purpose mission to bring accurate real-world geospatial data to Unity and Unreal Engine, and to integrate GIS capabilities seamlessly with your game engine app development. Looking ahead through 2024 we have many great epics, stories, and cool valuable features on the roadmap: we look forward to sharing more information about these with you at the upcoming Esri Developer Summit! Why not register for the Dev Summit today and be amongst the first to learn about the latest new developments in Maps SDKs for Game Engines? There are in-person and virtual attendance registration options available, find out more on the Esri Developer Summit registration website. Resources Unity Filtering and modification | ArcGIS Maps SDK for Unity | ArcGIS Developers Scene layers | ArcGIS Maps SDK for Unity | ArcGIS Developers Announcing ArcGIS Maps SDK 1.4 for Unity (esri.com) Announcing ArcGIS Maps SDK 1.3 for Unity (esri.com) Announcing ArcGIS Maps SDKs for Game Engines 1.2 (esri.com) Unreal Engine Filtering and modification | ArcGIS Maps SDK for Unreal Engine | ArcGIS Developers Scene layers | ArcGIS Maps SDK for Unreal Engine | ArcGIS Developers Announcing ArcGIS Maps SDK 1.4 for Unreal Engine (esri.com) Announcing ArcGIS Maps SDK 1.3 for Unreal Engine (esri.com) Announcing ArcGIS Maps SDKs for Game Engines 1.2 (esri.com)
... View more
02-10-2024
01:19 PM
|
2
|
0
|
818
|
POST
|
Hi, Displaying Shapefiles should work fine using Local Server and the API type Class ShapefileWorkspace (arcgis.com) although the reason the sample for that type was removed is because it's no longer the promoted workflow. Instead, best practice is to use the API directly via the Class ShapefileFeatureTable (arcgis.com) type as shown by sample Symbolize shapefile | ArcGIS Maps SDK for .NET | ArcGIS Developers. Thanks
... View more
02-08-2024
07:55 AM
|
0
|
0
|
411
|
POST
|
There is a service endpoint that offers this capability (/generate: Generate—ArcGIS REST APIs | ArcGIS Developers) but client-side you'll need to parse the CSV and create the features or graphics yourself. Note features and graphics are similar, but feature collections are within the operational layers collection of the map (and can be saved in a webmap or as a portal item) whereas graphics existing only in the graphics overlay and cannot be saved/persisted (other than saving to JSON for example). Note it should be more efficient to use the method that takes a collection of features: Method AddFeaturesAsync (arcgis.com)
... View more
02-07-2024
08:47 AM
|
0
|
1
|
574
|
POST
|
Hi, Unfortunately, it is not currently possible to implement a custom challenge handler that will replace ArcGISEditorOAuthAuthenticationChallengeHandler..cs and respond to challenges at editor-time. We are planning additional authentication work for a future release which will aim to resolve the issues you’re seeing in the editor, but unfortunately it’s not currently possible to share the timeframe for this work. Regarding challenges at run-time that may overlap, it should be possible to avoid this by implementing a custom challenge handler - which may be the approach you've already tried? If so, can you share the code for your custom run-time challenge handler? Thanks
... View more
02-06-2024
06:29 AM
|
0
|
0
|
354
|
Title | Kudos | Posted |
---|---|---|
1 | yesterday | |
2 | 2 weeks ago | |
1 | 3 weeks ago | |
1 | 4 weeks ago | |
1 | 3 weeks ago |
Online Status |
Offline
|
Date Last Visited |
yesterday
|