Migrating to v1.4
CAUTION: Create a back up of your project to a new folder before migrating to the Maps SDK for Unity v1.4 or higher. You will need this backup project to perform the migration process smoothly.
If you did not change any source files from the previous version, you can skip ahead to the Map setup section of this guide.
- Import the latest version of the Maps SDK for Unity to a newly created project named
- Next, delete all of the old Mapbox folders from your existing project (let’s call it
OldSDK1.3). Tip: compare your project folders with the
NewSDK1.4project to figure out which files and folders to delete.
- Finally, copy the new folders from the
NewSDK1.4project to your existing project.
- Do a diff of all the files that changed. Use a file comparison/diff tool like Sourcetree or TortoiseGit to make this process easier. Pay close attention to any files from the Maps SDK for Unity that you changed earlier.
- If you changed any files, carefully perform a manual merge rather than relying on a version control tool to do an automatic merge for you.
- Once you have resolved any compiler errors in Unity, the next step is to resolve the missing script reference on the map game object.
AbstractMaphas a lot more functionality in v1.4.0 and later versions. You no longer need to add explicit Map types (Basic Map, MapAtSpecificLocation etc.).
AbstractMapcan be set up to function the same way as any of the v1.3 Maps. To do so, drag and drop the
AbstractMapscript to replace the missing script field. Refer to the table below to select the correct option for your map.
|v1.3 Map name||v1.4 Abstract Map Placement Type||v1.4 Abstract Map Scaling Type|
|Basic Map||At Tile Center||Custom|
|Quad Tree Basic Map||At Location Center||Custom|
|Map At Specific Location||At Location Center||Custom|
|Map At World Scale||At Location Center||World Scale|
- You are no longer required to add
TileProvidersexplicitly, because in v1.4+ they are added to the map using the
ExtentOptions. If you still want to add a custom
TileProvider, you can do this by selecting the Custom option from the Extent Options menu. Refer the table below to select the correct setting for your
|v1.3 Tile Provider||v1.4.0 Extent Option||Remove v1.3 Component|
|Any Custom Tile Provider||Custom||No|
Starting with v1.4.0,
MapVisualizer will be set up automatically using the settings under the IMAGE, TERRAIN and VECTOR sections. To migrate v1.3 MapVisualizers to v1.4, follow the steps below.
- Open two separate instances of Unity. One instance will be your existing project, and the other will be the new project with the updated version of the Maps SDK for Unity.
- Next, open the Map Editor on your existing project by navigating to
Mapbox > Map Editorfrom the top menu. Carefully go through every node of in your existing project and populate the fields on the
AbstractMapscript in the new project. You can find information on how the
AbstractMapscript can configured on the Introduction to the Maps SDK page.
- Map Image Factory → IMAGE.
MapImageFactoryin v1.3 can now be set up using the options available under IMAGE section of
- Terrain Factory → TERRAIN.
TerrainFactoryin v1.3 can now be set up using the options available under TERRAIN section of
|v1.3 Terrain Factory name||v1.4 Elevation Layer Type|
|TerrainFactory||TerrainWithElevation ( Add SideWalls option unchecked)|
|TerrainWithSideWallsFactory||TerrainWithElevation ( Add SideWalls option checked)|
Vector Tile Factory → VECTOR.
VectorTileFactoryin v1.3 can now be set up using the options available under VECTOR section of
- The new
AbstractMapautomatically applies default modifiers when choosing Point, Line, Polygon in the Primitive Type settings. See the table below for the conversions:
- The new
|Primitive Type||Default Mesh Modifiers||Default Game Object Modifiers|
|Polygon||PolygonMeshModifier, UVModifier, HeightModifier||MaterialModifier|
SnapTerrainModifierin v1.3 is now configured by the Snap To Terrain checkbox.
- If you are using a
MergedModifierStackin 1.3, you will need to use the Group Features checkbox.
ColliderModifierin v1.3 is now set by the Collider Type menu which allows you to choose the type of collider you want to add to the extruded geometry.
- Select Custom for the Primitive Type if you don’t want any default modifiers to be attached.
- Compare your new project to your old project, going through every game object one by one. Make sure all of the scripts have identical values and have been serialized properly.
- If you are using
Initialize()to load a new location after you have already initialized the map, replace it with the new
UpdateMap()method which takes in the same arguments. The
AbstractMapclass has the
- If you are using
InitializeMapWithLocationProvider, make sure that the Initialize On Start checkbox on the
AbstractMapscript is unchecked.
- The new
LocationProviderFactoryscript has a serialized Map Manager reference. Make sure you have serialized it with the corresponding