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This project is dead? #1912
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I'm curious if this is dead or not as well. If so I will probably have to switch to something else |
It definitely appears to be. This was more me calling it out because Mapbox appears to have abandoned it, without actually dropping it as a "supported platform". Which is very frustrating, |
I was contacting the support several times as the current version of the SDK will not be compatible to latest Android Versions anymore. There are minor changes for Android API Level 31 which are not included in the SDK and will cause breaking compile errors. You are fine when creating APKs for older API Levels but you can't upload the app to the store in this case (API Level 33 is required since August 23). Besides that the support cleary said that there will be no bugfixing for Unity-SDK in the near future at all. Don't know why they are still listing this SDK on their website which is pretty misleading. I don't know whats the roadmap for mapbox + unity or if they are still looking into this direction at all. Currently Niantic is realsing their own Maps-SDK. You should consider looking into their solution at least for locationbaed apps. For realistic 3D-Terrain it will be more likely Bing-Maps to take a look into :-) |
@Markovicho Thanks for the Niantic callout, that looks promising. Assuming it has the usual features & support for the variety of map-based operations mapbox does. |
Pretty sad, I was starting to use mapbox but after trying to compile for Android I started to see problems, I'm looking into testing other solutions... |
It's not dead. We're scoping work for the next release. Please continue using mapbox-unity-sdk. |
Per https://stackoverflow.com/questions/71682845/mapbox-not-opening-in-unity -- if you're looking for this to instantiate it's core functions, minus AR stuff, you can load the package per instructions and "Just delete AR related things that came with Mapbox such as ARCore,Kit Interface, GoogleARCore, etc folders from your Assets." This allowed the rest of the package to compile, gave me the Mapbox navigation item, and allows me to use example scenes. |
It's not dead, we are still working on Unity SDK at Mapbox. Almost all our effort is going into this new work but regarding the issues with current public repo, I pushed a proposed fixed for |
Is the new SDK going to be proprietary & closed source then? Why would work not continue on this repo? At this point though, I'm sure much trust has been lost. For a commercial project to essentially abandon it's offering for 4 years now, that's dead. Until activity indicates otherwise, and even then, if there is no explicit support policy what's to stop this from happening again? The lack of communication from Mapbox is loud in this case. If mapbox wants trust in this, then there should be some form of official communication on the state of things... |
@douglasg14b I agree with all you said; there's a lot of work needs to be done and definitely not all on the technical side. Our new work is in a private repo simply because it's not ready yet, not even for alpha testing. It's still better for most people to just use last public release (I mean after we fix this android issue, maybe have a cleanup and remove AR etc.). But we also want to share new work as soon as possible as developer feedback is undeniably invaluable. |
How do we try this proposed fixed |
Any update here? Thinking to dive back into an AR project and I'd rather use Mapbox+Unity, but seems like I should go with an alternative |
any choice? |
Andrew Sepic from Mapbox has confirmed on their Discord on April 24th that the Unity SDK is dead. "Mapbox is not currently and does not have plans to continue development of the Mapbox Unity SDK. Sorry" |
@Nyphur We actually are still working on the new version, I think there was a confusion or misunderstanding somewhere on that discord chat. |
will the new version include the beta landmarks "https://api.mapbox.com/v4/mapbox.mapbox-3dbuildings-v1-beta" that is used in mapbox GL the models are in b3dm and i didn't find a way to integrate myself inside mapbox |
@GMAGD according to current plan, landmarks will not be in the very first beta version but will follow in next few months. let's say we are hoping to have them in by spring 2025. |
@brnkhy That's good to hear, the message on Discord seemed pretty unambiguous that it was dead. At this point it may not matter much though, it's been over five years since the SDK worked out of the box and has been actively supported. Most devs seem to have moved on to other tools and platforms and people are now recommending avoiding Mapbox in new projects or using a third party plugin like InfinityCode's Online Maps where needed. Best of luck with the beta, hopefully it's a major improvement! |
@brnkhy I've been eagerly waiting for the "end of the year" (2024) update of the MapBox for Unity project. Is the publication of this (beta) update near? I would love to keep using the MapBox SDK in Unity projects. |
@theolagendijk @Nyphur @astojilj @lucasgray I just pushed out recent work to public repo here under this branch; this version is a complete overhaul, it replaces the old sdk and is structured as an UPM package. so you pull this branch, open a unity project and import package.json file using new version is much more minimalistic, doesn't have anything AR or bunch of mapbox apis like navigation but it should be more performance, work with latest ios/android, easier to develop etc. let's call this a soft launch, I'll wait for first few feedbacks before doing a bigger announcement for v3.0. thanks for everything guys, I hope this works well for you and helps your projects 🙇♂️ |
a short quick-start guide for v3.0 Alpha; |
@brnkhy Thank you for the access to the alpha. I got the Examples running beautifully. Great performance indeed! Huge improvement. |
@theolagendijk thank you very much for the feedback! I'm happy to hear it (mostly) worked well. |
@brnkhy thank you so much for your work here. I made two fresh projects, one using the Mobile 3d template, one using the Universal 3d template. Should I be using built in? The editor worked just fine, and I was able to experiment with using my own mapbox studio theme, change coordinates, etc. However I hit this snag when using Build and Run... to send to my phone -
Any ideas? I can share more of the stacktrace if necessary. I goofed with trying to add
inside the plugin Runtime/Plugins/Android but I wasn't successful |
@lucasgray I think this is the same issue; #1932 |
@brnkhy Thanks again for the MapBox SDK 3.0 alpha. However, I’ve noticed an issue where some map tiles show more detail than others in custom styles. You can see this clearly in these two example screenshots: Top tile more detail Shifting the map slightly reveals more detail in one tile than in another. I’m not sure how to resolve this. I’ve tried switching from a perspective camera to an orthographic camera (thinking the distance to the tile might be the issue), but that didn’t help. Do you have any ideas or suggestions? |
@theolagendijk very happy to hear it went well! Loved the video a lot, it's really cool to see what people are building; made me very happy!
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@brnkhy Thanks for your quick reply! Under the motto “dare to ask”, could you extend the "WorldMapViewer" example with example code showing how to implement a two-finger pinch gesture for zooming in and out, and a two-finger drag gesture to adjust the camera rotation on a touchscreen? I think those are features that many developers would want to use. |
@theolagendijk I really like how this looks, can you share a little more on it though; was this a project using old sdk and you updated it to v3 now? about camera scripts, we generally leave those to the developers because every app will need something slightly different and it's difficult to draw the line. next it'll be camera having inertia for example, then something else. |
@brnkhy Awesome. That is the simpler solution. I've now unchecked "Add to embed binaries". Rebuild the XCode project (everything compiles and runs) and distributed the product archive to App Store Connect. This now worked on the first go. The App Store Connect response is no longer giving the error. Unchecking the "Add to embed binaries" solves the issue. Thanks! |
@theolagendijk awesome, I'll push a fix for that asap. thank you very much!! |
Is there any timeline or roadmap for the development of v3? When would it go to a production release? |
@DutchRose-Jochem valid question but I'm afraid I don't have an exact answer. |
@brnkhy thanks for your answer! Then I think we will start trying to upgrade v2 to v3. |
@DutchRose-Jochem I'm afraid there isn't a guide but interface is pretty much similar in general.
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@jungrok5 there's probably an error preventing package to compile scripts at all so you are getting all kind of errors. can you check what's the first error? another thing of course you can check if those classes&files exists as well. |
@brnkhy I'm surprised! After restarting Unity, all the compilation errors disappeared! However, it seems that some samples have errors when running. I will ask about this again later. Thank you! |
@jungrok5 ah well... unity :) |
@jungrok5 looks like there's a questionable line which can very easily cause infinite loops like you are experiencing. it is happening because of an issue regarding sqlite, but it isn't handling the problem well at all. |
@jungrok5 I think there might be an issue with file paths. I created a branch |
@jungrok5 I'm sorry, I hope you don't mind but I copied error logs to local and deleted the messages simply because they were loooooong :) |
@jungrok5 what's your operating system, system locale/culture and unity editor version? I think this is related to file path creation and it might vary depending on operating system. |
@jungrok5 I pushed a fixed to same branch
I haven't removed the spammy debug logs, if this doesn't work please share them with me again. if it works I'll remove in next commit. |
@brnkhy I think it's working fine now! Thanks! Built from '6000.0/staging' branch; Version is '6000.0.40f1 (157d81624ddf) revision 1408385'; Using compiler version '193933523'; Build Type 'Release' COMMAND LINE ARGUMENTS: qlite mapbox---styles-mapbox-streets-v10/18652948315.png mapbox---styles-mapbox-streets-v10/18655948515.png file mapbox---styles-mapbox-streets-v10\18652948215.png mapbox---styles-mapbox-streets-v10/18655948515.png |
@jungrok5 actually looks like it's not working, notice the forward/back slash difference between two sets. and you are still getting 25 tiles will be deleted message. so it's still broken but at least not freezing anymore so not blocking you. I'll keep looking into this, sorry :( |
@jungrok5 I pushed another fix, same branch, and testing should go the same as above. goal is NOT to get |
@brnkhy I don't see the x tiles deleted message anymore. Is that okay?
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@jungrok5 yes! that's what it should look like! thank you very much |
How can I display POI using this, anyone? |
Create a GameObject to represent your Point of Interest.
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@theolagendijk thanks for reply |
@kaushikjadavatwork I'm assuming you're asking how to get these 2D labels "attached" to to the 3D map. There's several way you can approach this. Both in 3D and in 2D. In 3D, one way would be to use GameObjects in the 3D world and have them "billboarding" (always facing the camera with transform.LookAt). But to make the effect from your image, I would make 2D Labels in 2D UI. Translate 3D world coordinates to screen coordinates to place the UI on the screen. I'd look at the Camera's WorldToViewportPoint to figure out if POIs are in view. And I would use RuntimePanelUtils.CameraTransformWorldToPanel to figure out where to place the Labels on screen. And it would probably look most natural if you substract half the height and half the width of your Label from the calculated screen position so that the center of your Label looks to be attached to the map. Using 2D Labels in the UI also makes it much easier to keep the font sizes constant for good readibility and you don't have to worry about occlusion by 3D objects. |
I've just now Googled your image. It's from a documented MapBox example. You can find it here; https://docs.mapbox.com/unity/maps/examples/poi-placement/ |
Okay, thank you so much @theolagendijk |
The passionate dev seems to have left, and Unity doesn't appear to have hired another to maintain this SDK from what I've read.
No updated since last year, repo activity essentially died > 3 years ago (~may 2020), and the issues & PRs are piling up.
Is there a support lifetime on this before it's deprecated, or is the slow, painful, death the plan? Or are there plans to maintain it?
Unity really should have a support lifetime/agreement for this as this has paying customers, and is advertised as an official SDK on their platform.
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