Kevin Ring
Kevin Ring
`QuadtreeRasterOverlay` has a small cache that is intended to briefly store decoded raster overlay tile images that span multiple geometry tiles, so we don't need to decode them multiple times...
It's really easy to accidentally try to move an object that can't actually be moved because it's const. For example: ```cpp std::string value = "I like to move it move...
Scene `07_CesiumGoogleMapsTiles` has this billboard:  This text should be updated, because I don't think it's Experimental anymore, and you can now access it via Cesium ion.
Since it was originally implemented, point cloud attentuation has only worked in the URP render pipeline. See note in the PR that added it: https://github.com/CesiumGS/cesium-unity/pull/218#issuecomment-1460386474 This recently came up in...
Mentioned on the forum here: https://community.cesium.com/t/potential-memory-leak-due-to-unsafe-use-of-unitywebrequest/38030 `UnityWebRequest` has a `Dispose` method, which we should call when the request completes (or fails). We're currently explicitly disposing the "download handler" but not...
Reported here: https://community.cesium.com/t/about-currentflytotime-in-cesiumflytocontroller/36701 When a CesiumFlyController flight completes, the `_currentFlyToTime` is reset to zero: https://github.com/CesiumGS/cesium-unity/blob/v1.13.1/Runtime/CesiumFlyToController.cs#L312 But if the flight is interrupted, it is not: https://github.com/CesiumGS/cesium-unity/blob/v1.13.1/Runtime/CesiumFlyToController.cs#L329 Starting a new flight also,...
### What happened? 1. Visit the [Clamp Entities to Ground](https://sandcastle.cesium.com/?src=Clamp%20Entities%20to%20Ground.html) Sandcastle example. 2. Switch the second dropdown to "Draw Model" 3. The model will not be properly placed on the...
After a period of time, Cesium ion tokens expire and need to be refreshed. This mechanism appears to be working fine. After leaving leaving the Editor running for a couple...
Setting up a new Windows system to build Cesium for Unreal is shockingly difficult, due to compiler incompatibilities and the three build systems involved (vcpkg, CMake, and Unreal Build Tool)....
Unreal's Chaos physics engine has epsilon values that cause problems when using meshes with large coordinate values and a transformation matrix with a small scale. We worked around this for...