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This project is dead? #1912

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douglasg14b opened this issue Aug 19, 2023 · 79 comments
Open

This project is dead? #1912

douglasg14b opened this issue Aug 19, 2023 · 79 comments

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@douglasg14b
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douglasg14b commented Aug 19, 2023

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.

@gangstageek
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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

@douglasg14b
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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,

@Markovicho
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Markovicho commented Sep 15, 2023

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.
It's abandoned and just a matter of time until there will be API changes causing the SDK to stop working. It's the same risk on both sides Android and iOS...

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 :-)

@douglasg14b
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@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.

@diogo-garcia
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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...

@astojilj
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It's not dead. We're scoping work for the next release. Please continue using mapbox-unity-sdk.
cc @brnkhy.

@jhchnc
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jhchnc commented Mar 26, 2024

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.

@brnkhy
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brnkhy commented Apr 4, 2024

It's not dead, we are still working on Unity SDK at Mapbox.
We haven't been able to put much time and effort in public repo for a while but behind the scenes we have been working on a new version for some time.
Unfortunately I'm not able to give any ETA on that, or I can't even say if it'll be production-ready in short term. That's one of the reasons I couldn't answer these question earlier. But I'm hoping to release at least a public alpha version (minimal features) soon.

Almost all our effort is going into this new work but regarding the issues with current public repo, I pushed a proposed fixed forandroid target api related issues here;
https://github.com/mapbox/mapbox-unity-sdk/tree/androidEventsFix

@douglasg14b
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douglasg14b commented Apr 4, 2024

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...

@brnkhy
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brnkhy commented Apr 5, 2024

@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.

@enemali
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enemali commented Apr 11, 2024

It's not dead, we are still working on Unity SDK at Mapbox. We haven't been able to put much time and effort in public repo for a while but behind the scenes we have been working on a new version for some time. Unfortunately I'm not able to give any ETA on that, or I can't even say if it'll be production-ready in short term. That's one of the reasons I couldn't answer these question earlier. But I'm hoping to release at least a public alpha version (minimal features) soon.

Almost all our effort is going into this new work but regarding the issues with current public repo, I pushed a proposed fixed forandroid target api related issues here; https://github.com/mapbox/mapbox-unity-sdk/tree/androidEventsFix

How do we try this proposed fixed

@lucasgray
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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

@sendreams
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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?

@Nyphur
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Nyphur commented Oct 28, 2024

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"

@brnkhy
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brnkhy commented Oct 28, 2024

@Nyphur We actually are still working on the new version, I think there was a confusion or misunderstanding somewhere on that discord chat.
I was hesitant to talk about it as our plans (especially the ETA) wasn't clear and I didn't want to make promises.
But at the moment we are planning a small beta version by the end of the year. It'll have what we call "core functionalities"; imagery, terrain, vector but it'll still be a minimal package, unlike the currently public old version. So no AR, no navigation initially etc.

@GMAGD
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GMAGD commented Oct 29, 2024

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

@brnkhy
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brnkhy commented Oct 30, 2024

@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.

@Nyphur
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Nyphur commented Nov 11, 2024

@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!

@theolagendijk
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@Nyphur We actually are still working on the new version, I think there was a confusion or misunderstanding somewhere on that discord chat. I was hesitant to talk about it as our plans (especially the ETA) wasn't clear and I didn't want to make promises. But at the moment we are planning a small beta version by the end of the year. It'll have what we call "core functionalities"; imagery, terrain, vector but it'll still be a minimal package, unlike the currently public old version. So no AR, no navigation initially etc.

@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.

@brnkhy
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brnkhy commented Jan 9, 2025

@theolagendijk @Nyphur @astojilj @lucasgray

I just pushed out recent work to public repo here under this branch;
https://github.com/mapbox/mapbox-unity-sdk/tree/sdk3

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 package manager. I'll try to provide more on installation and usage later today.

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.
I must say it's heavily WIP, you can already see another branch there for making vector filters better/easier so expect changes.
after bunch of feedbacks, hopefully we'll do a proper announcement for everyone and then we'll have much more open and clear communication on the development process.

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 🙇‍♂️

@brnkhy
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brnkhy commented Jan 9, 2025

a short quick-start guide for v3.0 Alpha;
https://github.com/mapbox/mapbox-unity-sdk/blob/sdk3/README.md

@theolagendijk
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@brnkhy Thank you for the access to the alpha. I got the Examples running beautifully. Great performance indeed! Huge improvement.
Including the MapBox SDK v3.0 as a Unity package (into an empty Unity 6 project) did not work as I expected. A lot was correctly imported but the Example LocationBasedGame was imported as an empty folder. And WorldMapViewer was not imported at all.
This was easily solved by dragging those two examples to the Unity Editor project view ( Packages > Mapbox Unity SDK > Runtime > Mapbox > Example ).

@brnkhy
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brnkhy commented Jan 11, 2025

@theolagendijk thank you very much for the feedback! I'm happy to hear it (mostly) worked well.
It's a strange bug about the import process but I'll keep an eye for it. I probably need to test with more and different unity editor versions, I never ran into that so far.

@lucasgray
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@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 -

* What went wrong:
Execution failed for task ':launcher:mergeReleaseNativeLibs'.
> A failure occurred while executing com.android.build.gradle.internal.tasks.MergeNativeLibsTask$MergeNativeLibsTaskWorkAction
   > 2 files found with path 'lib/arm64-v8a/libc++_shared.so' from inputs:
      - /Users/lucas-play/Runstrike Without Mobile Template/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/build/intermediates/library_jni/release/copyReleaseJniLibsProjectOnly/jni/arm64-v8a/libc++_shared.so
      - /Users/lucas-play/.gradle/caches/transforms-3/e3afce06a9df19ac0a5121b6c2a25f07/transformed/jetified-common-24.0.0-beta.7/jni/arm64-v8a/libc++_shared.so
     If you are using jniLibs and CMake IMPORTED targets, see
     https://developer.android.com/r/tools/jniLibs-vs-imported-targets

* Try:

Any ideas? I can share more of the stacktrace if necessary.

I goofed with trying to add

  packagingOptions {
    pickFirst 'lib/armeabi-v7a/libc++_shared.so'
    pickFirst 'lib/arm64-v8a/libc++_shared.so'
    pickFirst 'lib/x86/libc++_shared.so'
    pickFirst 'lib/x86_64/libc++_shared.so'
  }

inside the plugin Runtime/Plugins/Android but I wasn't successful

@brnkhy
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brnkhy commented Jan 12, 2025

@lucasgray I think this is the same issue; #1932
can you please post a few lines (about you also having the issue) there as well so we can keep track of it easier 🙏

@theolagendijk
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@brnkhy Thanks again for the MapBox SDK 3.0 alpha.
I’ve made good progress integrating the MapBox SDK 3 into an existing app. I can now display the map, pan, and zoom, and I’ve tested various custom styles, drawn route lines and Points of Interest, and visualized the user’s position on the map. Everything works as I expected. ( So I can confirm that MapBox SDK for Unity is very much alive. Screencapture from my app here. )

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
Bottom 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?

@brnkhy
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brnkhy commented Jan 21, 2025

@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!
If I understand it correct, you are using top down view with imagery on flat map. and I believe that issue you are having is happening because of the map area subdivision into quadtree, to optimize things especially when camera is looking towards horizon.
if your app/map is strictly top down, I think you can disable that altogether (it'll be better performance in your case as well).
It might be little tricky to set this up but try this;

  • add a new gameobject to scene and add a FixedAreaTileProviderBehaviour script.
  • select your map object and assign this new script to TileProvider field
    additional steps;
  • I think FixedAreaTileProviderBehaviour will only create tiles in origin so very soon you'll move into empty space with no tiles
  • Then you'll switch it with TransformBasedTileProviderBehaviour which generates tiles around an object, but now you'll need an object where your camera hits y=0 plane.

@theolagendijk
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@brnkhy Thanks for your quick reply!
You're right I was only using a topdown view on a flat map. My map augmentations are all 2D. So that seemed natural.
I gave your advice a try but due to the complexity of that direction decided to go for a slightly pitched camera for now. 70 degrees works great for my purposes and actually looks nicer than I had expected.
The different map tile detail levels appear a lot more natural / logical now.

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.

@brnkhy
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brnkhy commented Jan 21, 2025

@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.
one problem here though, camera controls might not be easy to work with for developers. let's say, ok you want to do the touch controls but does the map api allow a good implementation. because I remember it was tricky to update map values in a specific order and with correct values etc etc. 🤔
I guess I might need to look into that but no promises for any time soon.

@theolagendijk
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@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!

@brnkhy
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brnkhy commented Feb 18, 2025

@theolagendijk awesome, I'll push a fix for that asap. thank you very much!!

@DutchRose-Jochem
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Is there any timeline or roadmap for the development of v3? When would it go to a production release?
I'm trying to figure out if we already should try to update Mapbox v2 to v3 in all of our apps or if we should we for a more stable release.

@brnkhy
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brnkhy commented Feb 18, 2025

@DutchRose-Jochem valid question but I'm afraid I don't have an exact answer.
v3 is the version we'll be working on, developing, maintaining, fixing etc. so you'll be able to get support on that. and there isn't any big new features on roadmap at the moment, for some time now it'll be fixes and improvements on this feature set.
I understand you may not want to update existing apps just yet but I think I would suggest trying it out as soon as possible if app is currently in development.

@DutchRose-Jochem
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@brnkhy thanks for your answer! Then I think we will start trying to upgrade v2 to v3.
Is there maybe some kind of upgrade guide? Or do you have any tips for changing from v2 to v3?

@brnkhy
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brnkhy commented Feb 18, 2025

@DutchRose-Jochem I'm afraid there isn't a guide but interface is pretty much similar in general.
There's a quickstart guide here; https://github.com/mapbox/mapbox-unity-sdk/blob/sdk3/README.md

  • I highly suggest playing with it a little on an empty project first. create a new empty URP project, import the package, set token, play demo scenes.
  • Backup your project before doing anything, version control or copy the folder, whatever works for you but be sure to backup.
  • Now with your actual project, you need to remove the old sdk first and install the new one afterwards. Otherwise you might have some missing script issues.
  • after that point if you run into any errors, please let me know. there might be missing/changed events, custom scripts created for old sdk might not work with v3 etc.
  • I'm also rather active on our discord server unity channel lately, you can create topics there as well

@jungrok5
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jungrok5 commented Feb 26, 2025

I'm using Unity 6, and after following the guide to install the package in an empty sample and importing the sample, I encountered this error. What should I do?

Image

Image

Image

Image

@brnkhy
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brnkhy commented Feb 26, 2025

@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.

@jungrok5
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@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!

@brnkhy
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brnkhy commented Feb 27, 2025

@jungrok5 ah well... unity :)
no worries, ping me any time; demos shouldn't have issues on empty project so I'll have a look asap

@brnkhy
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brnkhy commented Feb 28, 2025

@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.
I'll push a fix for the infinite loop right away, then I'll look for the real problem.

@brnkhy
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brnkhy commented Feb 28, 2025

@jungrok5 I think there might be an issue with file paths. I created a branch integrityCheckDebugPath, that logs file paths on console, can you give this a shot and see what log looks like?
File path may include personal info (folder/username) so if you prefer, you can email me the results here; [email protected]

@mapbox mapbox deleted a comment from jungrok5 Feb 28, 2025
@mapbox mapbox deleted a comment from jungrok5 Feb 28, 2025
@brnkhy
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brnkhy commented Feb 28, 2025

@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 :)
I'll write back as soon as I find anything.

@brnkhy
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brnkhy commented Feb 28, 2025

@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.

@brnkhy
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brnkhy commented Feb 28, 2025

@jungrok5 I pushed a fixed to same branch integrityCheckDebugPath and to test;

  • pull the latest, be sure you have latest commit 949e8cea6cf10d74645364911879f6a570b1aa29
  • clear caches using Clear Caches button in Mapbox Menu at the top
  • run demo scene, it should run normal. maybe a little slower because it'll download everything from server
  • now stop and run for second time. this is the critical one because file paths and cache usage will be a thing here.
  • goal here is not to get a x files will be deleted to sync sqlite and file cache message and of course everything running fast

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.

@jungrok5
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@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'
OS: 'Windows 10 (10.0.19045) 64bit Professional' Language: 'ko' Physical Memory: 32646 MB

COMMAND LINE ARGUMENTS:
C:\Program Files\Unity\Hub\Editor\6000.0.40f1\Editor\Unity.exe
-projectpath
C:\Project\MapBoxV3

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25 files will be deleted to sync sqlite and file cache
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@brnkhy
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brnkhy commented Feb 28, 2025

@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 :(

@brnkhy
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brnkhy commented Feb 28, 2025

@jungrok5 I pushed another fix, same branch, and testing should go the same as above. goal is NOT to get x tiles deleted message on second run.
I tested on windows machine this time so hopefully it should be fine, but since you found the bug I wanted to make sure it works on your machine properly.
this'll fix a caching bug and improve performance a lot so it's a critical fix.

@jungrok5
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jungrok5 commented Mar 1, 2025

@brnkhy I don't see the x tiles deleted message anymore. Is that okay?

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@brnkhy
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brnkhy commented Mar 1, 2025

@jungrok5 yes! that's what it should look like! thank you very much

@kaushikjadavatwork
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How can I display POI using this, anyone?

@theolagendijk
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theolagendijk commented Mar 11, 2025

How can I display POI using this, anyone?

Create a GameObject to represent your Point of Interest.
Then assuming you have an LatitudeLongitude latlng and a MapboxMapBehaviour map, set the gameobjects position using something like this;

transform.localPosition = map.MapInformation.ConvertLatLngToPosition(latlng);

@kaushikjadavatwork
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@theolagendijk thanks for reply
How to get this?

Image

@theolagendijk
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@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.

@theolagendijk
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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/
The implementation details will be different (SDK 3 as opposed to SDK 2) but the general idea is the same.

@kaushikjadavatwork
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Okay, thank you so much @theolagendijk
I'll try

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