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Attaching GameObjects to the map
To position GameObject
s on the map by a latitude, longitude, and altitude, the MapPin
component can be used.
The MapPin
will take over the positioning a GameObject
by updating it's transform each frame so that the position of the GameObject is synchronized to the specified location on the map. As the map view changes via translation or zoom, the MapPin's position will update accordingly.
There are two approaches that can be used to attach a MapPin
. Both approaches are used in the sample project.
The simplest approach is to create a GameObject
with a MapPin
component and place it as a child of the MapRenderer
in the scene hierarchy.
The MapRenderer
will automatically detect any MapPin
components which are immediate children and then update their positions accordingly.
This approach is good if you just have a few unique objects that need to be pinned to the map.
This approach is better suited for large data sets where clustering may be required:
-
Add a
MapPinLayer
component to theMapRenderer
'sGameObject
. -
In a script, get a reference to the
MapPinLayer
and addMapPin
instances to the the layer'sMapPins
collection.// Generate a MapPin for each of the locations and add it to the layer. foreach (var mapPinLocation in _mapPinLocations) { var mapPin = Instantiate(_mapPinPrefab); mapPin.Location = mapPinLocation; _mapPinLayer.MapPins.Add(mapPin); }
An advantage of the MapPinLayer
is that it supports clustering. This requires the use of a special type of component, a ClusterMapPin
. When MapPin
s are clustered, the ClusterMapPin
is shown in the place of the various MapPin
s that associate to it.
To enable the clustering functionality, a ClusterMapPin
prefab must be specified on the MapPinLayer
.
An instance of this prefab is then displayed in place of a group of MapPin
s until the level of detail of the current map view is high enough to display individual pins. The threshold at which clustering occurs can be adjusted in the MapPinLayer
.
Clustering is highly recommended for large datasets as this will reduce the number of MapPin
instances that need to be rendered for zoomed out views. Besides this rendering performance benefit, it is often preferable to cluster MapPin
s from a usability perspective since dense, cluttered views will make it more difficult for the user to interact with individual MapPin
s.
Clusters are created at every zoom level, so as the zoom level of the MapRenderer
changes, the visible clusters and MapPin
s may change as well.
Creating and adding many MapPin
s at once, either to a MapPinLayer
or as children of the MapRenderer
, could be time consuming and thus cause a frame hitch. If the MapPin
s can be initialized and added all at startup, this may be an acceptable one time hit. However, if data is being streamed and converted to MapPin
s throughout the app's lifetime, consider spreading out the MapPin
creation and addition over multiple frames, i.e. time slice the additions. This will help to maintain render performance.
- Configuring the map
- Attaching GameObjects
- Adding labels
- Animating the map
- Raycasting the map
- Displaying copyrights
- Customizing map data
- Displaying contour lines
- Microsoft.Geospatial
- Microsoft.Geospatial.VectorMath
-
Microsoft.Maps.Unity
- ClippingVolumeDistanceTextureResolution
- ClusterMapPin
- CoordinateClamping
- DefaultElevationTileLayer
- DefaultTextureTileLayer
- DefaultTrafficTextureTileLayer
- ElevationTile
- ElevationTileLayer
- ElevationTileLayerList
- FontStyle
- FontWeight
- HttpTextureTileLayer
- IMapSceneAnimationController
- Intersection
- IntersectionType
- IPinnable
- LanguageChangedEvent
- LatLonAltUnityEvent
- LatLonUnityEvent
- LatLonWrapper
- MapColliderType
- MapConstants
- MapContourLineLayer
- MapCopyrightAlignment
- MapCopyrightLayer
- MapDataCache
- MapDataCacheBase
- MapDeveloperKeySource
- MapImageryStyle
- MapImageryType
- MapInteractionController
- MapInteractionHandler
- MapLabel
- MapLabelLayer
- MapLayer
- MapMouseInteractionHandler
- MapPin
- MapPinLayer
- MapRenderer
- MapRendererBase
- MapRendererRaycastHit
- MapRendererTransformExtensions
- MapScaleRatioExtensions
- MapScene
- MapSceneAnimationController
- MapSceneAnimationKind
- MapSceneOfBoundingBox
- MapSceneOfLabelAndZoomLevel
- MapSceneOfLocationAndZoomLevel
- MapSession
- MapShape
- MapTerrainType
- MapTouchInteractionHandler
- ObservableList
- ObservableMapPinList
- ServiceOptions
- Style
- SystemLangaugeConverter
- TextureTile
- TextureTileLayer
- TextureTileLayerList
- TileLayer
- TileLayerList
- UnityTaskFactory
- UnityWebRequestAwaiter
- UnityWebRequestAwaiterExtensionMethods
- WaitForMapLoaded
- WaitForMapSceneAnimation
- Microsoft.Maps.Unity.Search