com.rest.blockadelabs
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A Non-Official Blockade Labs Rest Client for Unity (UPM)
com.rest.blockadelabs
A non-official BlockadeLabs Skybox AI RESTful client for the Unity Game Engine.
I am not affiliated with BlockadeLabs and an account with api access is required.
All copyrights, trademarks, logos, and assets are the property of their respective owners.
Installing
Requires Unity 2021.3 LTS or higher.
The recommended installation method is though the unity package manager and OpenUPM.
Via Unity Package Manager and OpenUPM
- Open your Unity project settings
- Select the
Package Manager
- Add the OpenUPM package registry:
- Name:
OpenUPM
- URL:
https://package.openupm.com
- Scope(s):
-
com.rest.blockadelabs
-
com.utilities
-
- Name:
- Open the Unity Package Manager window
- Change the Registry from Unity to
My Registries
- Add the
BlockadeLabs
package
Via Unity Package Manager and Git url
- Open your Unity Package Manager
- Add package from git url:
https://github.com/RageAgainstThePixel/com.rest.blockadelabs.git#upm
Note: this repo has dependencies on other repositories! You are responsible for adding these on your own.
Documentation
Table of Contents
- Authentication
-
Editor Dashboard
- Skybox Dashboard
- History Dashboard
-
Skyboxes
- Get Skybox Styles
- Get Skybox Style Families
- Get Skybox Export Options
- Generate Skybox :construction: :warning:
- Get Skybox by Id
- Request Skybox Export
- Delete Skybox by Id
- Get Skybox History
- Cancel Skybox Generation
- Cancel All Pending Skybox Generations
Authentication
There are 4 ways to provide your API keys, in order of precedence:
[!WARNING] We recommended using the environment variables to load the API key instead of having it hard coded in your source. It is not recommended use this method in production, but only for accepting user credentials, local testing and quick start scenarios.
- Pass keys directly with constructor :warning:
- Unity Scriptable Object :warning:
- Load key from configuration file
- Use System Environment Variables
Pass keys directly with constructor
var api = new BlockadeLabsClient("yourApiKey");
Or create a BlockadeLabsAuthentication
object manually
var api = new BlockadeLabsClient(new BlockadeLabsAuthentication("yourApiKey"));
Unity Scriptable Object
You can save the key directly into a scriptable object that is located in the Assets/Resources
folder.
You can create a new one by using the context menu of the project pane and creating a new BlockadeLabsConfiguration
scriptable object.
Load key from configuration file
Attempts to load api keys from a configuration file, by default .blockadelabs
in the current directory, optionally traversing up the directory tree or in the user's home directory.
To create a configuration file, create a new text file named .blockadelabs
and containing the line:
Json format
{
"apiKey": "yourApiKey",
}
You can also load the file directly with known path by calling a static method in Authentication:
var api = new BlockadeLabsClient(new BlockadeLabsAuthentication().LoadFromDirectory("your/path/to/.blockadelabs"));;
Use System Environment Variables
Use your system's environment variables specify an api key to use.
- Use
BLOCKADELABS_API_KEY
for your api key.
var api = new BlockadeLabsClient(new BlockadeLabsAuthentication().LoadFromEnvironment());
Editor Dashboard
You can perform all of the same actions from the BlockadeLabs website, in the Editor using the BlockadeLabs Dashboard!
Window/Dashboards/BlockadeLabs
Skybox Dashboard
Generate skyboxes and remix them directly in the editor.
History Dashboard
You also have access to the full list of all your generated skyboxes, ready for downloading directly into your project.
Skyboxes
Get Skybox Styles
Returns the list of predefined styles that can influence the overall aesthetic of your skybox generation.
var api = new BlockadeLabsClient();
var skyboxStyles = await api.SkyboxEndpoint.GetSkyboxStylesAsync(SkyboxModel.Model3);
foreach (var skyboxStyle in skyboxStyles)
{
Debug.Log($"{skyboxStyle.Name}");
}
Get Skybox Style Families
Returns the list of predefined styles that can influence the overall aesthetic of your skybox generation, sorted by style family. This route can be used in order to build a menu of styles sorted by family.
var api = new BlockadeLabsClient();
var skyboxFamilyStyles = await BlockadeLabsClient.SkyboxEndpoint.GetSkyboxStyleFamiliesAsync(SkyboxModel.Model3);
foreach (var skyboxStyle in skyboxFamilyStyles)
{
Debug.Log($"{skyboxStyle.Name}");
}
Get Skybox Export Options
Returns the list of all available export types.
var api = new BlockadeLabsClient();
var exportOptions = await api.SkyboxEndpoint.GetAllSkyboxExportOptionsAsync();
foreach (var exportOption in exportOptions)
{
Debug.Log($"{exportOption.Id}: {exportOption.Name} | {exportOption.Key}");
}
var request = new SkyboxRequest("mars", enhancePrompt: true);
// Generates ALL export options for the skybox
var skyboxInfo = await api.SkyboxEndpoint.GenerateSkyboxAsync(request, exportOptions);
Debug.Log($"Successfully created skybox: {skyboxInfo.Id}");
Generate Skybox
Generate a skybox.
var api = new BlockadeLabsClient();
var skyboxStyles = await BlockadeLabsClient.SkyboxEndpoint.GetSkyboxStylesAsync(SkyboxModel.Model3);
var request = new SkyboxRequest(skyboxStyles.First(), "mars", enhancePrompt: true);
// You can also get progress callbacks when the generation progress has changed/updated
var progress = new Progress<SkyboxInfo>(async progress =>
{
Debug.Log(progress);
});
var skyboxInfo = await api.SkyboxEndpoint.GenerateSkyboxAsync(request, progressCallback: progress);
Debug.Log($"Successfully created skybox: {skyboxInfo.Id}");
if (skyboxInfo.TryGetAsset<Texture2D>(SkyboxExportOption.Equirectangular_PNG, out var texture))
{
skyboxMaterial.mainTexture = texture;
}
Get Skybox
Returns the skybox metadata for the given skybox id.
var skyboxId = 42;
var api = new BlockadeLabsClient();
var skyboxInfo = await api.SkyboxEndpoint.GetSkyboxInfoAsync(skyboxId);
Debug.Log($"Skybox: {result.Id}");
// Note: If you wish to use the returned skybox info textures you'll need to additionally call await SkyboxInfo.LoadAssetsAsync(); before you can assign them to a material property.
await skyboxInfo.LoadAssetsAsync();
if (skyboxInfo.TryGetAsset<Texture2D>(SkyboxExportOption.Equirectangular_PNG, out var texture))
{
skyboxMaterial.mainTexture = texture;
}
Request Skybox Export
Exports the skybox with the requested export type.
[!NOTE] You can also specify the export types when initially generating a skybox.
var skyboxId = 42;
var api = new BlockadeLabsClient();
var skyboxInfo = await api.SkyboxEndpoint.GetSkyboxInfoAsync(skyboxId);
skyboxInfo = await api.SkyboxEndpoint.ExportSkyboxAsync(skyboxInfo, DefaultExportOptions.DepthMap_PNG);
await skyboxInfo.LoadAssetsAsync();
if (skyboxInfo.TryGetAsset<Texture2D>(SkyboxExportOption.DepthMap_PNG, out var texture))
{
skyboxMaterial.depthTexture = texture;
}
Delete Skybox
Deletes a skybox by id.
var skyboxId = 42;
var result = await api.SkyboxEndpoint.DeleteSkyboxAsync(skybox);
// result == true
Get Skybox History
Gets the previously generated skyboxes.
var history = await api.SkyboxEndpoint.GetSkyboxHistoryAsync();
Debug.Log($"Found {history.TotalCount} skyboxes");
foreach (var skybox in history.Skyboxes)
{
Debug.Log($"{skybox.Id} {skybox.Title} status: {skybox.Status}");
}
Cancel Skybox Generation
Cancels a pending skybox generation request by id.
var skyboxId = 42;
var result = await CancelSkyboxGenerationAsync(skyboxId);
// result == true
[!NOTE] This is automatically done when cancelling a skybox generation using cancellation token.
Cancel All Pending Skybox Generations
Cancels ALL pending skybox generation requests.
var result = await api.SkyboxEndpoint.CancelAllPendingSkyboxGenerationsAsync();
Debug.Log(result ? "All pending generations successfully cancelled" : "No pending generations");