Before using DataMesh Studio, you’ll need to request access from your enterprise administrator. They will create a user account for you on the FactVerse platform and grant you permission to use DataMesh Studio and any other required features.
Login
The following picture shows the login interface:
Server list: You can switch servers to China, Japan, or Singapore.
Private deployment: When an enterprise deploys a private server, users need to set a private deployment service code when logging in.
SSO login: For more information, please refer to SSO login.
Forgot Password: Click Forgot Password to open the server login page and reset your password.
Standard login
To log in to DataMesh Studio, use your FactVerse account and password on the login interface.
Steps
1. Open the login interface: Launch DataMesh Studio to access the login screen.
2. Configure server:
a) Select a public server: If your organization is hosted on a public server, select the relevant server from the list.
b) Configure a private deployment server: If your organization uses a private deployment server, click on the private deployment icon to set up your service code.
3. Enter your account credentials: Input your FactVerse username and password.
4. Agree to the terms of service: Check the box that says, “I have read and agree to the DataMesh ‘Terms of Use’ and ‘Privacy Policy,’” then click the Login button.
5. Select your organization (optional): If you have multiple organizational accounts, a list will appear for you to choose from. If you only belong to one organization, you’ll be taken directly to the homepage after a successful login.
Microsoft account login
Log in using the Microsoft account method, utilizing Microsoft’s identity and access management service, Microsoft Entra ID, to enhance security for users when accessing FactVerse services.
Steps
1. Open the login interface: Launch DataMesh Studio to access the login screen.
2. Configure server:
a) Select a public server: If your organization is hosted on a public server, select the relevant server from the list.
b) Configure a private deployment server: If your organization uses a private deployment server, click on the private deployment icon to set up your service code.
3. Agree to the terms of service: Check the box that says, “I have read and agree to the DataMesh ‘Terms of Use’ and ‘Privacy Policy,’” then click the Login button.
4. Log in using your Microsoft account credentials: Click the Microsoft account login icon , then follow the prompts to enter your Microsoft account password to log in.
SMS verification login
When a company enables the dual authentication of account passwords and SMS in FactVerse, users are required to undergo an SMS verification process when logging into the DataMesh client and FactVerse platform. Upon the first login to DataMesh Importer, you will encounter a prompt asking you to bind your mobile number for login verification. You will need to log in to the FactVerse platform to complete the binding.
The steps for using SMS verification are as follows:
1. Open the DataMesh One login interface.
2. Configure server:
a) Select a public server: If your organization is hosted on a public server, select the relevant server from the list.
b) Configure a private deployment server: If your organization uses a private deployment server, click on the private deployment icon to set up your service code.
3. Enter your account credentials: Input your FactVerse username and password.
4. Agree to the terms of service: Check the box that says, “I have read and agree to the DataMesh ‘Terms of Use’ and ‘Privacy Policy,’” then click the Login button.
5. Select your organization (optional): If you have multiple organizational accounts, a list will appear for you to choose from. If you only belong to one organization, you’ll be taken directly to the homepage after a successful login.
6. Enter the SMS verification code: If the selected company has enabled dual authentication with FactVerse account passwords and SMS, the mobile phone you bound will receive a login verification code, valid for 5 minutes. After entering the code, you will be directed to the homepage to complete the login.
SSO login
Once your company has enabled the SSO (Single Sign-On) feature, you can log into DataMesh Studio using the company’s unified identity authentication system, streamlining the login process and enhancing security. Follow the steps below to complete the SSO login:
1. Open the login interface: Launch DataMesh Studio to access the login screen.
2. Configure server:
a) Select a public server: If your organization is hosted on a public server, select the relevant server from the list.
b) Configure a private deployment server: If your organization uses a private deployment server, click on the private deployment icon to set up your service code
3. Agree to the terms of service: Check the box that says, “I have read and agree to the DataMesh ‘Terms of Use’ and ‘Privacy Policy,’” then click the Login button.
4. Select SSO Login: Click the “SSO Login” button to open the Enterprise ID window.
5. Enter enterprise ID: For your first login, you need to enter the enterprise ID (please contact your company administrator to obtain this ID), then click “OK”.
6. Proceed to the third-party login process:
a) If you’re logged into the company’s office system: The system will automatically redirect you, retrieving your authentication information from the office system and prompting you to select an account. After you make your selection, the system will log you into DataMesh Studio automatically, so you won’t need to manually enter your account details. b) If you’re not logged into the company’s office system: The system will redirect you to the company’s SSO authentication page. Follow the prompts to enter your company account and password, or complete verification using methods like dual authentication.
User interface
There are two main user interfaces in DataMesh Studio: the Homepage and the Edit Interface.
Homepage
After a successful login, you will enter the homepage. From here, you can access recently edited scenarios, create new scenarios, open scenarios from the cloud, import local scenarios, clear cache, and upload logs.
The homepage supports the following functions:
New Scenario: Click the New Scenario button to create a new scenario.
Open cloud scenario: Click the Open button to open a scenario from FactVerse.
Import local scenario: Click the Import button to import a local scenario (*.dirpkg) into DataMesh Studio.
Open a recently edited scenario quickly: This displays a list of your six most recent scenarios.
Upload log: This uploads the last seven logs to the FactVerse Used for troubleshooting.
Clear cache: This gives you the option to clear all of your cache, or resources that are infrequently used.
Provide feedback: Click Provide Feedback to provide product feedback to service@datamesh.com.
Version: This shows you details about the current version of the application.
Log out: Select your username on the top-right corner of the homepage, and then select Log Out to log out.
Editing interface
In the editing interface, you can organize 3D models, edit, and arrange demo procedures of the 3D content demo.
The editing interface consists of the menu, toolbar, resources pane, elements pane, workspace, timeline, and attributes pane.
The menu contains all the tools and commands you may use when creating 3D content. The following table provides the instructions for each menu function:
Menu
Function
File
New scenario: Create a new scenario in the selected directory. If the current scenario has not been saved, you will be prompted to save it before proceeding.
New storyline: This feature is only visible to users with storyline permissions. Users can create new storyline files to edit the scenario’s navigation logic. For more detailed information, please refer to the Storyline chapter
Open: Open a cloud scenario from FactVerse. If the current scenario has not been saved, you will be prompted to save it before proceeding.
Save: Save the current scenario.
Save as: Save the current content as a new scenario in the selected directory.
Export: Export the scenario in dirpkg format and save it as a file.
Close: Close the current scenario and return to the homepage. If the current scenario has not been saved, you will be prompted to save it before closing.
Quit: Exit DataMesh Studio. If the current scenario has not been saved, you will be prompted to save it before exiting.
Edit
Undo: Revert the previous operation performed by the user.
Redo: Restore the previously canceled operation of the user.
Delete: Remove the selected element from the interface.
Scenario
Rename: Change the scenario’s name.
Set Cover Image: Upload a picture as the scenario’s cover image.
Change Rendering Environment: Support modification of scenario rendering environment. You can use built-in indoor and outdoor rendering environments or customize rendering environments. For more details, please refer to Change rendering environment.
Modify Scenario Positioning: Supports modifying the scenario positioning method. For detailed information, please refer to Scenario positioning.
Modify Play Mode: This feature is only visible to users with learning management service permissions, allowing users to select how to play the scenario in training mode within DataMesh One. For more details, please refer to the Modify scenario play mode.
Assessment
Task: Attach a task to your current scene that viewers will have to complete. For more details, please refer to Assessment.
Preview
Start from Beginning: Preview the scenario from the first scene.
Start Preview: Preview the scenario starting from the current scene.
Current Scene Only: Preview the current scene only.
Tools
Directional Movement: When enabled, each object has three cones when selected that allow the user to move that object in straight lines across the X, Y, or Z axis.
Performance Statistics: Display important statistics such as FPS, Memory Usage, etc.
Settings
Language: You can switch to different interface languages. The DataMesh Importer offers four interface languages: Simplified Chinese, Traditional Chinese, English, and Japanese. After users log in, the interface language will default to the system language. If the system language is not one of these four application languages, the interface language will default to English.
Account:
o User account: Display currently the current user.
o Log out: Log out of the current account.
Upload Log: Upload the last seven logs to our servers.
Rendering Quality: To adapt to different device performance, DataMesh One provides six different rendering quality options. Increasing the quality can optimize screen aliasing, ripple, and shadow effects.
o 1 (Lowest Quality): The most basic rendering level, ideal for quickly viewing the model or when the device performance is limited.
o 6 (Highest Quality): The best image quality and detail display, but it may significantly impact software performance.
About: Check the current application version.
Toolbar
The toolbar provides quick access to frequently used tools and commands in DataMesh Studio.
Icon
Description
Homepage
Clicking the Homepage button to return to the homepage. If there are any unsaved changes in the current scenario, a prompt will appear asking if you want to save the current scenario before navigating back to the homepage.
Save
Save any changes made to the scenario since the last save.
Undo
Revert the previous action.
Redo
Redo the last action that was undone using the Undo function.
Group
Group together the set of currently selected elements. This group is then saved in the Elements pane.
Ungroup
The ‘Ungroup’ button, when selected for a certain group, can dissolve that group; after ungrouping, the corresponding group in the element list disappears, and all elements within the group revert to their state prior to grouping. If the group includes sub-groups, the ungrouping operation of the parent group does not affect the sub-groups.
Copy
Copy the selected element, and grouped elements can also be copied.
Paste
Paste the most recently copied content.
Delete
Delete the selected element.
Preview Preview a scenario.
Resources pane
The Resources pane is in the upper left window. You can adjust the size of the Resources pane by dragging the bottom or right edge of the window. Clicking on the Resources title can expand or collapse the pane.
The Resources pane can be divided into two sections: My Resources and Libraries.
My Resources
My Resources section contains a variety of resources uploaded by users, which can be used to build 3D scenes.
Filter: You can filter resources by tags in order to display all resources that have that tag.
Storage Directory: The file path to your current folder. Click to return to the previous folder.
Search Bar: Use the search bar to search for the resource you are looking for.
Refresh: Click to refresh resources materials. Any resources added before the refresh will appear.
Resources Status:
Uncached: A gray icon means that a resource has not been downloaded, and you must do so before you can use it in your scenario.
Downloading: Clicking on a grayed-out resource will initiate the download process. The download progress will be displayed.
Cached: Once the material has been successfully downloaded, its icon will be highlighted. You can then drag and drop the material to the workspace.
Libraries
The Libraries section comprises built-in models and advanced resources created and added by users. If you do not have any available resources in My Resources, you can still experience DataMesh Studio using the built-in models available in Libraries.
Elements pane
The Elements pane is on the bottom left of the interface and contains all the elements in the current scene.
The Elements pane supports the following functions:
1. Show/Hide: When you hover over an element, an icon will appear to the left of the element. Clicking on this icon will show a hidden element or hide a visible element.
2. Select: Clicking on an element will select it.
3. Focus: Double-clicking on an element will transport the scene viewer to its location.
4. Resize: Dragging the right edge of the elements pane will adjust its size.
5. Collapse: Clicking on the Elements pane header will collapse the pane.
Workspace
The workspace is in the middle of the interface and shows you the virtual environment of your scenes and scenarios. You can drag elements from the resources pane to the workspace to add them to your scenario. During playback, the elements in the scene will interact based on user-defined logic.
The workspace displays various elements that you have added to the current scene, including:
Light: By default, every new scenario contains one light .
Camera: By default, every new scenario contains one camera .
User-added resources, such as models in the scene.
Scenario name: The current scenario name is shown in the top-left corner of the workspace. The default format for scenario names is “Project-<date>-<number>”. You can change the scenario name when saving the scenario.
View cube : Located in the upper-right corner of the workspace, the view cube indicates the current viewing angle direction. Clicking the view cube allows you to switch between six views (front view, rear view, left view, right view, top view, and bottom view).
Focus button :
When no element is selected: Clicking the button will focus the view to the center of the scene, resetting the current scene view to the default perspective. The default perspective is positioned in the front and above, looking towards the center of the scene.
After selecting the element:
Clicking the focus button will switch the view focus to the selected element.
Clicking the focus button a second time will move closer to the selected element.
Projection switch button : Toggles between perspective mode, where objects appear smaller the further they are from your view, and orthographic mode, where objects remain the same size. For more details, please refer to Projection modes.
Table of Contents : Gives a list view of the order of scenes and chapters in the current scenario.
Attributes pane
The attributes pane is located on the right side of the interface and enables you to edit the attributes of scenes and elements. You can add actions to elements and configure their behaviors via the attributes pane.
The attributes pane is context-sensitive; it shows the attributes of anything that is selected. If nothing is selected, then the attributes pane will display attributes of the overall scene.
The following picture illustrates the layout of the attributes pane if a model is selected:
For more details about the parameters in the attributes pane, please refer to following sections:
Set scene attributes: This section introduces how to edit and configure scene attributes.
Elements: This chapter introduces various elements in the scenario and provides guidance on how to edit and adjust elements’ attributes.
Actions: This chapter helps you understand how to add and configure action effects for elements.
Timeline
The timeline is located directly below the workspace and contains thumbnails of all the scenes for easy recognition. The order of the scenes goes from the earliest at the left to the latest at the right. In addition, users can click on each thumbnail to quickly switch to the scene that the thumbnail represents. Here are the features of the timeline.
Add Scene: By right-clicking and selecting this option, you can add a scene directly to the right of the selected scene. Additionally, you can add a new scene at the end of the timeline by clicking on the “+” button.
Delete Scene: Delete the selected scene.
New Chapter: Create a new chapter.
Add Previous Scene: Add a previous scene to the current scene.
Additionally, you can navigate through the timeline via keyboard shortcuts:
← switch to the previous scene.
→ switch to the next scene.
The timeline provides an intuitive interface for managing and navigating scenes. It gives users the ability to easily locate and switch between different scenes and manage and adjust scene settings.
Keyboard shortcuts
DataMesh Studio provides keyboard shortcuts to enhance user productivity. For example, using Ctrl + S allows you to quickly save their current project, while Ctrl + Z enables them to undo the most recent operation.
DataMesh Studio is a zero-code tool for designing 3D+XR content that’s simple to use, highly efficient, and intuitive. It allows users to import digital twin content from the DataMesh FactVerse platform and create rich 3D+XR experiences with drag-and-drop functionality, all without any coding. Additionally, DataMesh Studio supports workflow editing and application instruction for large-scale mixed reality environments, helping users create virtual spaces that interact with the real world, enhancing the immersive experience on-site.
With a single click, users can publish their content to the DataMesh FactVerse platform, centralizing resource storage and management. They can showcase and interact with 3D content in mixed-reality spaces, collaborate in real-time, and work remotely together.
When integrated with other DataMesh applications, the platform empowers frontline workers by supporting various use cases, including process operations, project supervision, motion simulation training, and more. This drives digital transformation in businesses, improving work efficiency and on-site collaboration, while meeting the needs of diverse applications such as operational guidance, training, marketing, maintenance inspections, and after-sales service.
Using the Sony Spatial Reality Display and Xbox wireless controller, users can play 3D scenarios on DataMesh One, creating a more immersive and realistic experience. During the presentation, the operator can navigate the display space freely with the controller, bringing the scenario to life in real time. Meanwhile, the audience enjoys a glasses-free 3D experience on the Sony display, making the content vibrant and engaging. This innovative approach allows users to experience stereoscopic effects without wearing glasses, significantly enhancing interactivity and immersion. The technology is ideal for high-end devices, precision instruments, art exhibitions, luxury showcases, and educational training, meeting diverse display needs across various fields.
Introduction for Xbox wireless controller parts
Name
Function
Operation
1Left thumbstick
Move content directionally
Use the left joystick to move content (based on a horizontal surface).
Moving the left thumbstick left or right: Move content horizontally.
Moving the left thumbstick up or down: Move content forward and backward.
2 Directional pad (D-pad)
Page turning of the scenario
Use the left and right directional buttons to switch scenes
Left Direction: Previous page
Right Direction: Next page
3 Right thumbstick
Rotate content
Use the right thumbstick to control the rotation of 3D content.
Move the thumbstick left: Rotate content clockwise
Move the thumbstick right: Rotate content counterclockwise
Reset view
Press the right thumbstick to reset the content and view to the default position.
4 B button
Exit
Press the B button to exit Datamesh One.
5 Xbox button
Turn on controller
When the controller is turned off, pressing this button turns on the controller.
6 Left trigger
Zoom out
Press the left trigger to zoom out, reducing the view.
7 Right trigger
Zoom in
Press the right trigger to zoom in, enlarging the view.
Preparation
Hardware list
Name
Configuration Requirement
Windows PC
A recommended CPU of Intel i5-6 core or faster
A graphics card with a PassMark – G3D Mark score of 18,000 or higher. (GeForce RTX2070 SUPER equivalent)
PC memory size of 16GB or larger and SSD storage is required
Windows 10 (64-bit) and Windows 11 (64-bit) or later are supported
Sony Spatial Reality Display
ELF-SR1, ELF-SR2
Xbox wireless controller
None
HDMI cable
To playback the original image on this device, please check the compatible HDMI terminal (HDMI 2.0 compatible or higher required) of your computer before connecting the device.
USB-C to USB-A cable
To playback the image using only USB-C, please make sure that the USB-C port on your computer is USB 3.2 compatible or higher and DP ALT mode compatible before connecting the device. Also, please use a USB-C cable 3.2 Gen2x2 (sold separately) for connection.
Viewing environment
Stereoscopic content such as 3DCG can stereoscopically be viewed with the naked eye on the display. Place the display on a desk and enjoy viewing it in the following environment.
Room illuminance: Approx. 100 to 1,000 lx and 100 lx and over for the surface of the face
Viewing distance: 50 cm to 70 cm (19 3/4 inches to 27 5/8 inches)
Viewing angle (horizontal): ±25°
Viewing angle (vertical): –40°/+20°
Device connection
Connecting the Display to the PC
a) Connect the display to the PC using an HDMI cable for display functionality. b) Connect the Display to the PC using a USB cable to transfer data from hardware such as cameras. Note: Use the Type-C interface to connect to the Sony spatial reality display and the USB interface to connect to the PC. c) To achieve better resolution, it is recommended to set the computer screen to extended mode.
Connecting the Xbox wireless controller to the PC
To pair an Xbox Wireless Controller to your PC via Bluetooth:
a) Turn on your Xbox Wireless Controller by pressing the Xbox button . b) Press and hold the Pair button on your controller for three seconds (the Xbox button will start flashing rapidly) c) On your PC, press the Start button , then choose Settings > Devices > Bluetooth & other devices (on Windows 11: Settings > Bluetooth & devices). d) Turn on Bluetooth. e) Select Add Bluetooth or other device > Bluetooth (on Windows 11: Add device). Your PC will begin searching for your controller. f) Select Xbox Wireless Controller or Xbox Elite Wireless Controller > Done.
Software installation
Installing the Sony Spatial Reality Display SDK
Before using the Sony Spatial Reality Display, you need to download and install the corresponding SDK driver. Please follow the steps below:
Double-click the downloaded installation file and follow the on-screen prompts to complete the installation process.
Installing DataMesh One
To ensure that DataMesh One runs smoothly on the Sony Spatial Reality Display, you need to install the compatible version of DataMesh One. Please follow the steps below for installation:
a) Obtain DataMesh One
Please contact service@datamesh.com to obtain the DataMesh One installer. After receiving your request, the DataMesh team will send you the installer.
b) Installation
Before installation, please ensure that your computer is connected to the Sony Spatial Reality Display.
Double-click the downloaded installation package and follow the on-screen prompts to complete the installation step by step.
Quick start
Once you’ve ensured that all the necessary hardware and software are ready, you can start using DataMesh One for your 3D scenario presentation. Here are the basic steps to follow:
1. Open DataMesh One
Double-click the DataMesh One program to launch it.
2. Open a scenario
Browse for the 3D scenario you want to play and click to open it.
3. View the scenario
After entering the scenario playback interface, you can watch the Sony Spatial Reality Screen to experience the glasses-free 3D effect. At this point, you can use the Xbox wireless controller to perform the following actions to view the scenario content.
Page Turning: Control the playback pace using the page-turning feature. Press the left key of the Directional pad to go to the previous page, and the right of the Directional pad to go to the next page.
You can rotate, move, and zoom in to get a closer look at the script content.
Rotate: Use the right thumbstick to rotate the content. Push the thumbstick left for clockwise rotation, and right for counterclockwise.
Movedirectionally: Use the left thumbstick for parallel movement. Move it left and right to move the content horizontally, and up and down to move it forward and backward.
Zoom View: Use the right and left trigger buttons to zoom in and out. Hold the right trigger to zoom in (enlarge), and the left trigger to zoom out (reduce).
Reset View: After adjusting the content, you can quickly return to the default view by pressing the right thumbstick button for a fresh look at the scenario.
Eye Tracking: You can change your position to adjust your viewing angle. The display will track your eye movements in real time, rendering spatial images for both eyes to create a smooth and realistic 3D effect.
4. Exit playback
Once the scenario displaying has finished, press the B button on the X-box wireless controller or press Ctrl +Q on your computer to exit DataMesh one program.
For more features, please refer to the DataMesh One User Manual. You can easily use these functions with your mouse.
Important notes
When using the Sony Spatial Reality Display and DataMesh One, please keep the following tips in mind for a smooth experience.
1. Display quality
Ensure that the entire image fits within the display borders for a better view of the model. This device is designed for single-user use; if multiple people watch at the same time, you may experience ghosting.
2. Crash Issue After Uploading Logs
If a crash occurs after clicking to upload logs, you can try disabling your computer’s antivirus software to resolve the issue.
3. Resource Interaction Limitations
Currently, the Xbox wireless controller only supports overall movement, rotation, and scaling of models, scenes, and scenarios, as well as the page-turning feature for scenarios. Other interactive actions, such as playing and pausing audio/video, flipping through PDF files, and clicking on web widgets, are not supported.
DataMesh offers BIM model authorization conversion service. After receiving user authorization, our team will use a plugin on a dedicated server to convert the BIM model into an architectural scene file. Once the conversion is complete, we will email the results to the user. The user can then use these results to build the architectural scene, which can be viewed and utilized on Inspector. The process is as follows:
1. The user sends the BIM model to DataMesh’s designated email address bimfile@datamesh.com.
2. Upon receiving the model, DataMesh will convert it to the required format.
3. Once the conversion is complete, DataMesh will email the converted model to the user.
4. The user logs into the FactVerse platform and uploads the converted model to the resource library.
5. The user then builds the architectural scene and uses the Inspector to perform business operations.
SLA for BIM model authorization conversion service
The service provider referred to in this document is collectively known as “DataMesh” or “we.”
Service availability
Service Availability = (Total time of the service period – Unavailable time during the service period) / Total time of the service period * 100%. The service period is calculated from the date the customer applies for and activates the product or service in accordance with the agreement.
Definition of terms:
Total time of the service period: The duration of the service period for the Inspector application license you purchased.
Available time during the service period: For the BIM model authorization conversion service provided by DataMesh, this refers to the official service timeframe (which begins on the day DataMesh receives the client’s BIM model and lasts for three working days). During this period, the service is considered available.
Unavailable time during the service period: If the processing time exceeds the official service timeframe mentioned above, the time beyond that will be considered as unavailability.
DataMesh commits to the service timeframe for the BIM model authorization conversion service:
Processing will start on the day DataMesh receives your authorization and will be completed within three working days, send a notification of the successful scene construction to your email.
Service indicator commitment
1. Service Availability: DataMesh will use reasonable commercial and technical efforts to ensure that the normal service availability is above 95%.
2. Service Performance Standard: After DataMesh receives your authorization, we will process the BIM model, complete it within three working days, and send a notification of the successful scene construction to your email.
3. DataMesh does not take any responsibility to the customer when occur any unavailability, suspension, or termination of the Service that is due to any of the following:
a) Events that result from early notifications of DataMesh to customers for system maintenance, including regular repairs and upgrades, etc. (in principle, no more than 8 hours per month, except for special circumstances); b) Events that arise out of your or any third party (not under our direct control) equipment, software, and/or technology; c) Events that result from improper maintenance, use or confidentiality, leading to the loss or leakage of data, passwords, codes, etc.; d) Events that result from the negligence of the customer or operation authorized by the customer; e) events that result from your failure to adhere to any required configurations for the use of the Service; f) events that result from force majeure such as earthquakes, natural disasters, national and local policies, etc.; g) Events that result from your illegal or unlawful use of the Service, or your breach of any of the terms and conditions of the DataMesh Product Terms; h) Scheduled downtime.
Terms of service and notes
Ownership of your works
You retain ownership of the BIM models created by you (or your authorized users) and authorized or submitted to DataMesh by you (or your authorized users).
Privacy
DataMesh is committed to protecting your privacy and informing you about how it handles your personal data. DataMesh’s Privacy Policy outlines how DataMesh may collect, use, store, and process your personal data or data related to you, as well as how you can request access to or delete your personal data.
DataMesh will provide a Data Processing Addendum that specifies the obligations DataMesh must fulfill as a personal data processor under the General Data Protection Regulation (GDPR).
Use of your content
When you actively send your BIM model and relevant information to the designated email address of DataMesh, it represents your authorization for DataMesh and its designated personnel to process the BIM model you provided for the purpose of delivering the Inspector product service and building the architectural scene.
DataMesh staff will not use your content except in the following situations:
a) At your request or with your consent; b) Related to the provision and improvement of products (including maintenance, protection, updates, or other modifications to the products); c) Related to legal obligations, law enforcement, investigations, or litigation.
Location of your data processing and storage
The BIM model authorization conversion service provided by DataMesh, including its entire toolchain, service processing workflow, data processing, and storage, will be hosted on Azure servers located in Japan (pending confirmation).
DataMesh complies with applicable laws regarding the transfer of personal information between different countries/regions to ensure that your project data enjoys the same high level of privacy protection, regardless of where the data is processed.
Your responsibilities
a) You are responsible for owning, using, and disposing of the BIM models you send to the designated DataMesh email address, and you must ensure the legality of the source and content of the BIM models you send. DataMesh advises you to carefully assess the legality of your data’s source and content. You must ensure that the information you provide is authorized for upload to DataMesh FactVerse and does not infringe on any third-party rights (including third-party intellectual property rights, ownership, or trade secrets). b) You will bear all consequences and liabilities arising from any BIM models you provide that violate laws, regulations, departmental rules, or national policies. c) If you believe that the BIM model you provided needs to comply with confidentiality obligations or poses a risk of infringement, you must delete it directly within three working days or contact DataMesh to request deletion. d) Ensure that your content and its use in any product comply with all applicable laws and regulations, as well as these terms.
Reasons for online BIM model conversion failures
When users utilize BIM models to build architectural scenes on the DataMesh FactVerse platform, DataMesh offers an online model conversion service based on Autodesk Platform Services (APS) through an API wrapper. However, due to the inherent stability issues of the cloud services provided by Autodesk, occasional conversion failures may occur. The table below explains the failure messages, their corresponding reasons, and potential solutions:
Failure Message
Reason
Solution
APS processing timed out
The model is too large and exceeds the maximum number of models/components allowed in a single APS service request.
There are two conversion options available:
Authorize DataMesh to perform the model conversion.
Purchase a Revit/3ds Max software license and download the plugin from the official website for local conversion.
Failed to upload to APS
Network error
Check your network environment to ensure a stable and smooth connection.
Failed to download from APS
Network error
FactVerse processing failed
An exception occurred in the scene construction service deployed on the FactVerse platform.
Anomalies occurred in the service provided by APS, such as service failures or command errors.
Scene build plugin version mismatch
The version of the Revit/3ds Max plugin used for executing the local processing workflow is outdated and needs to be updated.
Click xxxxxx to get the latest version of the plugin.
If your business scenario requires you to combine multiple high-detail models (LOD 300 or above) or if a single model file is large (over 200MB), we recommend using DataMesh’s BIM model authorization conversion service to ensure a stable and smooth scene-building process. By authorizing DataMesh to assist with processing your BIM models, you can avoid scene construction issues caused by APS service limitations, thereby facilitating a more seamless construction of architectural scenes and executing your business operations in the Inspector client.
This update further enhances Inspector’s functionality and user experience, featuring the following new capabilities and optimizations:
New features
View equipment in 3D and MR modes
3D Mode: Users can remotely check the real-time operating status of key equipment by clicking on the digital twin in the equipment list, reducing the frequency of site inspections and improving efficiency, while enabling data insights for remote operations management from the control room.
MR Mode: On-site, users can leverage augmented reality to display real-time equipment data, offering valuable operational insights. This mode enables engineers to make quick maintenance decisions, particularly in complex equipment management situations. It effectively resolves the “Equipment-data separation” problem seen in traditional methods, where data is viewed in the control room while equipment inspections happen on-site.
Visualize equipment business logic relationships
Users can intuitively view upstream and downstream connections between equipment in both 3D and MR modes, and understand the spatial impact of faults. When a piece of equipment fails, engineers can quickly locate and troubleshoot issues on-site using the augmented model and business logic, reducing downtime.
Optimizations
Improved architectural scene display efficiency: We’ve optimized the display efficiency for architectural scenes, resulting in improved texture rendering.
Model loading progress indicator: A new feature now shows real-time model loading progress, allowing users to track the status and reduce uncertainty during lengthy loading times.
Additional user experience enhancements: We’ve made several refinements to further enhance the overall user experience in Inspector.
A Behavior Tree is a decision-making structure used to control the behavior of virtual characters or systems. It consists of multiple nodes, each representing a behavior or decision step. Behavior Trees decompose complex behaviors into simpler, manageable sub-behaviors through a hierarchical approach.
In FactVerse Designer, Behavior Trees can be utilized to manage digital twin behaviors (such as starting and stopping equipment) and to handle state transitions (like switching an AGV from “standby” to “working” mode), among other applications.
Execution rules
1. The execution order of a Behavior Tree is from top to bottom and from left to right.
2. When the Behavior Tree reaches a terminal state, it will return to the root node and start executing again.
3. The root node can only have one child node.
4. When a node has child nodes, it executes its child nodes first, from left to right. After all the child nodes have been executed, it moves on to the next node.
5. The behavior tree runs in a continuous loop according to the specified sequence unless it is in idle mode or has been deleted.
Node type
Root node
When creating a behavior tree, a root node is automatically generated, serving as the starting point for the execution of the behavior tree. The root node cannot be deleted and can only connect to one child node.
Composite Nodes
Composite nodes control the execution order and logical evaluation of their child nodes. They include parallel nodes, selector nodes, and sequence nodes. Composite nodes can have multiple child nodes, which can be either composite nodes or action nodes.
Parallel Node: All nodes under a parallel node execute simultaneously. The success criteria for parallel nodes can be set to:
Success if any one child node succeeds
Success only if all child nodes succeed
Selector Node: The child nodes under a selector node execute in left-to-right order. As soon as one child node returns success, the entire selector node returns success and the subsequent child nodes are not executed. If all child nodes fail, the selector node returns failure.
Sequence Node: The child nodes under a sequence node execute in left-to-right order. Sequence nodes offer two traversal strategies.
Return failure if any child node fails
Return failure only if all child nodes fail
Action nodes
Action Nodes represent specific behaviors or tasks of the digital twin, such as moving along a path or waiting. Action Nodes are the leaf nodes of the behavior tree, where complex logic can be implemented. When an action node is executed, it performs a specific action and returns one of the following three return values:
Success: It indicates that the node has been executed successfully.
Running: It indicates that the node is still running, and it will continue to run when the behavior tree is called again.
Failure: It indicates that the node has failed to execute.
Node configuration
Node operations
1. Add nodes: Drag and drop nodes from the Node Menu into the Editing area.
2. Delete nodes: Select the node to be deleted in the Editing area and click the delete button on the toolbar.
3. Rename nodes: Select the node to be renamed in the Editing area and enter the new name in the node name area above the Attribute Pane.
4. Connect nodes: To connect Node A with Node B, drag a yellow connection line from the bottom of Node A and connect it to the top of Node B. Release the mouse to complete the connection.
5. Delete node connections: Hold down the right mouse button and drag over the connection line you want to delete to cut off the link between the two nodes.
6. Organize nodes: Select the Root Node and press the “L” key to automatically organize the tree’s format.
Common configuration of nodes
In behavior trees, node conditions and attribute settings often require obtaining the attributes of digital twins, locating digital twins, and retrieving the positions of digital twins.
Get attributes
Methods to get attributes
Select attribute directly: Choose the required attribute directly from the digital twin template.
Find attribute by ID: Retrieve attributes by searching with the attribute ID.
Get position
Manual entry: Users manually input the attribute value or ID directly.
Attribute of digital twin: Select to retrieve attribute values from specific attributes within the digital twin template.
Behavior tree attributes: Obtain attribute values from the attributes of the current behavior tree.
Current attribute: During the traversal of attributes within a container in the behavior tree, the attribute being traversed is the current attribute.
Way of finding digital twins
Basic method to find digital twins
Self: Choose the digital twin that is currently executing the behavior tree.
Temporary digital twin: Select a digital twin that is temporarily created or used during execution.
Digital twin in the attribute: Locate and select a specific digital twin using the unique identifier stored in the attributes.
Get objects from attributes:
Attribute of digital twin
Behavior tree attribute
Current attribute
Use ID to find digital twin
Digital twin ID
Attribute ID
All digital twins in the scene: Search for digital twins throughout the entire scene.
Method to filter digital twins: When using “All digital twins in the scene” as the base method for locating digital twins, different filtering methods can be used to precisely locate the desired digital twin.
None: No filtering conditions are used; search all digital twins in the scene.
Find in scene by ID: Search based on the unique ID of the digital twin. Each digital twin has a unique identifier (ID) upon creation.
Find the digital twin by minimum distance: Filter based on the distance between the digital twin and the digital twin executing the behavior tree, finding the closest digital twin.
Advanced method to find digital twins
None: No specific advanced methods.
Parent digital twin: Locate the parent digital twin of the current digital twin. For example, the parent digital twin of cargo on a conveyor belt is the conveyor belt itself.
The last child digital twin: Find the last child digital twin of the current digital twin. For example, the last product in a batch of generated products.
The first child digital twin: Find the first child digital twin of the current digital twin. For example, the first product in a batch of generated products.
All child digital twins: Locate all child digital twins of the current digital twin. For example, all products on a production line.
Previous digital twin: Find the previous sibling digital twin of the current digital twin. For example, the product before a certain product on a conveyor belt.
Next digital twin: Find the next sibling digital twin of the current digital twin. For example, the product after a certain product on a conveyor belt.
Find the type of object: Choose the target object to find, which can be either the digital twin itself or a specific element within the digital twin.
Digital twin: Choose to find the entire digital twin object for overall operations or to retrieve its attributes. For example, locating and operating a robot, a production line device, or a shelf unit.
Role in digital twin: Choose to locate specific roles within the digital twin. This type is used for operations on specific parts within the digital twin, such as a raw material generator’s digital twin template containing roles like the generator model, output port, and progress bar.
Method to get the position
Method of getting the position
Manual entry
Directly input the 3D coordinates of a point in the format x, y, z.
Example: Input “10,20,30” represents a specific spatial location.
Location of digital twin: Use the current location of the digital twin.
Attribute of digital twin: Obtain the location from the digital twin’s attributes.
Behavior tree attribute: Obtain the location from the attributes of the behavior tree.
Find the point in the path map by attribute: Use attribute values to find points in the path map.
Coordinate Types
Local coordinate: Coordinates relative to a reference point. For example, the local coordinates of goods on a conveyor belt are relative to the center point of the conveyor belt.
Coordinate: Global coordinate, or world coordinate.
Digital twin nodes
Digital twin nodes are used for creating, deleting, and manipulating digital twins and digital twin attributes.
Create digital twins
Function: Create a digital twin corresponding to a specified digital twin template with a given pose (position, rotation angle).
Example: Automatically generate products on a factory production line. The following example configures the “Create digital twin” node so that Digital twin A creates a new digital twin at its own output port.
The template used to create the digital twin
Method to get attributes: Select “Select attribute directly”
Get location: Select “Attribute of digital twin”
Attribute of digital twin: Choose “Template of Digital twin A” > “Identifier for Generating digital twin” (an attribute defined by the user in the template of Digital twin A for template identification).
Way of finding digital twin
Basic method to find digital twins: Select “Self”
Create the location of the digital twin
Method to get attributes: Select “Select attribute directly”
Get location: Select “Attribute of digital twin”
Attribute of digital twin: Select “Template of Digital twin A” > “Output port” > “Position of the output port”
Delete digital twin
Function: Delete a specified digital twin. For example, automatically remove products from the production line that have expired or are no longer needed.
Set attributes
Function: Set any attributes of a digital twin or behavior tree.
Set digital twin pose
Function: Set the position and rotation of a digital twin or elements within the digital twin. For example, adjust the position and angle of a robot arm to perform a specific task.
Set parent object of digital twins
Function: Set a digital twin as a child object of another digital twin.
Get digital twin
Function: Set a digital twin as the current digital twin or save the digital twin identifier to a target digital twin attribute.
Display or hide digital twin
Function: Display or hide a digital twin or elements within a digital twin.
Attribute change to Vector3
Function: Convert a certain attribute value into a three-dimensional vector (Vector3) format.
Delete elements in the container
Function: Remove an element from a specified container (such as a list or dictionary). Containers are attributes that can store and manage multiple elements. These attributes can contain other objects or basic data types and provide methods to access and manipulate these elements. The currently supported container types are List and Dictionary. For example, remove a specific product from a virtual warehouse containing multiple products.
Path nodes
Path nodes are used for configuring and controlling the moving path of digital twins.
Set digital twin moving path
Function: Save a specified path into the digital twin’s attributes.
Example: The following example demonstrates how to use the “Set digital twin moving path” node to set a movement path for items on a conveyor belt.
Digital twin to be moved
Specify a digital twin
Basic method to find digital twins: Select “Temporary digital twin”
Find the type of object: Select “Digital twin”
Target path
Method to get attributes: Select “Select attribute directly”
Get location: Select “Attribute of digital twin”
Attribute of digital twin: Select “Conveyor template”> “Configure Path” attribute
Way of finding digital twin
Basic method to find digital twins: Self
The starting point of the move: Current point
Set the moving speed of digital twin
Method to get attributes: Select “Select attribute directly”
Get location: Select “Attribute of digital twin”
Attribute of digital twin: Select “Conveyor template”> “Convey Speed” attribute
Way of finding digital twins
Basic method to find digital twins: Select “Self”
Keep the original rotation angle when entering the path: yes
Move digital twins along a path
Function: Move a specified digital twin along a given path. For example, specify a path, starting point, and movement speed for an AGV (Automated Guided Vehicle) so that it can move according to the set path and speed.
Move one step
Function: Move the target digital twin one step at the configured speed. For example, move an object on a conveyor belt one step to simulate the process of gradual movement of the object on the conveyor belt.
Generate path
Function: Set the current moving path attribute of a digital twin. For example, use the “Generate Path” node to configure the “Current moving path” attribute for a digital twin (such as a robot or AGV) and, in conjunction with the “Move digital twins along a path” node, allow the digital twin to move along the predefined path.
Track digital twins along the path
Function: Set the digital twin’s pursuit target, shortest path, and starting point to automatically navigate and chase the target digital twin. For example, a robotic arm grabbing a moving item on a conveyor belt.
Port nodes
Get digital twins from the input port
Function: Retrieve a digital twin from the input port and save it to a specified attribute.
Remove digital twins from the input port
Function: Delete the digital twin at the input port.
Set digital twins to the port
Function: Place the target digital twin at the specified port.
Storage node
Outbound sorting
Function: Move the specified digital twin out of the designated storage area.
Inbound sorting
Function: Place the specified digital twin into the designated storage area.
Role nodes
Play animation
Function: Play the specified animation of a role in the digital twin. By default, the animation plays once.
Example: The following example shows how to use the “Play Animation” node to play the “Pick and Move Object” animation for the “Six-Axis Robotic Arm.”
Target object
Basic method to find digital twins: Self
Find the type of object: Role in the digital twin
Target role ID: Six-Axis Robotic Arm
Animation control
Animation name: Pick and Move Object
Animation speed: 1(Normal speed)
Note:
The Target Role ID needs to be entered manually, which is the name of the model’s role; you can view it in the Template Editor.
The Animation Name needs to be entered manually; the model role must include this animation. You can view the specific animation name in DataMesh Importer.
Tool nodes
Idle
Function: Stop the execution of the behavior tree.
Example:
The following Idle node uses the condition “Check if digital twins already exist at the port” to determine when to stop the behavior tree. The behavior tree stops running when other digital twins are present at the port.
Log
Function: The log node is used to output specified text content, which is displayed in the “Output Information” panel in the scene playback interface.
Wait
Function: The wait node is used to pause the execution of the behavior tree until the waiting time has elapsed. Once the waiting time ends, the behavior tree will continue to execute the nodes following the wait node.
Behavior tree nodes
Add behavior tree
Function: Add the target behavior tree to the target digital twin.
Remove behavior tree
Function: Remove the target behavior tree from the target digital twin.
Math nodes
Math nodes are used to perform various mathematical operations and apply the results to digital twin attributes.
Sin Function
Function: Convert the input value to the corresponding sine value and output it.
Cos Function
Function: Convert the input value to the corresponding cosine value and output it.
Tan Function
Function: Convert the input value to the corresponding tangent value and output it.
Orthostatic Distribution
Function: Generate output values based on a normal distribution using the input value.
Poisson Distribution
Function: Generate output values based on a Poisson distribution using the input value.
Radom number
Function: Output a random number.
Addition
Function: Select two attribute values of the digital twin for addition, and either replace a specific attribute value of the digital twin with the result or add the result to it.
Subtraction
Function: Select two attribute values of the digital twin for subtraction, and either replace a specific attribute value of the digital twin with the result or add the result to it.
Multiplication
Function: Select two attribute values of the digital twin for multiplication, and either replace a specific attribute value of the digital twin with the result or add the result to it.
Division
Function: Select two attribute values of the digital twin for division, and either replace a specific attribute value of the digital twin with the result or add the result to it.
Event nodes
Receive event
Function: Used to listen for and respond to a specified event. Only one digital twin can listen for and respond to this event. For example, if two AGVs need to compete for the same cargo, the receive event node can be used to ensure that only one AGV responds to the cargo arrival event, avoiding conflicts.
Send event
Function: Send a specified event to trigger actions or behaviors in other digital twins. For example, on a production line, after one processing step is completed, an event can be sent to notify the next processing step’s digital twin to start working.
Node condition
Definition
Node conditions can be added to composite nodes and action nodes, referring to the conditions that need to be met for the node to execute. If the conditions are met, the node executes; if not, it does not execute and returns to the parent node.
Condition : A single condition.
Condition Group : Conditions within a condition group are combined with an “AND” relationship. This means that the node can only execute if all conditions within the group are met.
Multiple condition groups : A node can have multiple condition groups. These groups are combined with an “OR” relationship. This means that if any one of the condition groups is met, the node can execute.
Common conditions
Check if digital twins already exist at the port
This condition is used to determine whether other digital twins are present at the ports of a digital twin.
Configure parameters
Target port: Set the port to be checked.
Digital twin at the port: Specify which digital twin’s port needs to be checked.
Basic method to find digital twins: Select the basic method to find digital twins.
Advanced method to find digital twins: Select the advanced method to find digital twins.
Port name: Select the specific port to be checked.
Example
The following example checks whether there are other digital twins at the input port of the digital twin executing the behavior tree.
Compare attributes of two digital twins
This condition is used to compare specific attribute values of two digital twins to determine if a particular condition is met. Perform corresponding behavior logic based on the comparison result.
Configure parameters
Source attribute
Method to get attributes: Select how to get the source attribute.
Get location: Set the method for getting the source attribute.
Way of finding digital twins: Choose how to find the digital twin.
Target attribute
Method to get attributes: Select how to get the target attribute.
Get location: Set the method for getting the attribute value.
Way of finding digital twins: Choose how to find the digital twin.
Comparison method:
Equal to: The source attribute value is equal to the target attribute value.
Greater than: The source attribute value is greater than the target attribute value.
Less than or equal to: The source attribute value is less than or equal to the target attribute value.
Greater than or equal to: The source attribute value is greater than or equal to the target attribute value.
Not equal to: The source attribute value is not equal to the target attribute value.
Example
Assuming we need to compare the “positions” of two digital twins, A and B, to see if they are the same, the following steps can be set up:
Source attribute
Method to get attributes: Select “Select attribute directly”
Get Location: Select “Attribute of digital twin”
Attribute of digital twin: Select “Position” attribute in the Digital Twin A template
Basic method to find digital twins: Select “Self”, which means the Digital Twin A executing the behavior tree.
Target attribute:
Method to get attributes: Select “Select attribute directly”
Get Location: Select “Attribute of digital twin”
Attribute of digital twin: Select “Position” attribute in the Digital Twin B template
Way of finding digital twins:
Basic method to find digital twins: Select “All the digital twins in the scene”
Method to filter digital twins: select “Find in scene by ID”
Use ID to find digital twin: Select “Digital twin ID”
Value: “Digital Twin B”
Comparison method: Select “Equal to”
Check the distance between two points
Compare the distance between two points and perform corresponding actions based on the comparison result of the distance reference value.
Configure parameters
First point
Method of getting the position: how to get the position of the first point.
Manual entry: Directly input the 3D coordinates of the point in the format x, y, z.
Location of digital twin: Use the position of the digital twin as the position of the first point.
Attribute of digital twin: Retrieve the position from the attributes of the digital twin.
Behavior tree attribute: Obtain the position from the attributes of the behavior tree.
Find the point in the path map by attribute: in the Use attribute values to find points in the path map.
Coordinate Type: Choose the type of coordinate to use.
Local coordinate: Coordinates relative to a reference point. For example, the local coordinates of goods on a conveyor belt are relative to the center point of the conveyor belt.
Coordinate: Global coordinate, or world coordinate.
Way of finding digital twins: Choose the method for finding the digital twin.
Second point
Method of getting the position: how to get the position of the second point.
Coordinate Type: Choose the type of coordinate to use, Local coordinate or Coordinate.
Way of finding digital twins: Choose the method for finding the digital twin.
Reference distance value
Method to get attributes: Choose the method for obtaining the reference distance value.
Get location: Choose from where to obtain the reference distance value.
Comparison method: Select the comparison method to determine the relationship between the distance of two points and the reference value.
Equal to: The distance between the two points is equal to the reference value.
Less than: The distance between the two points is less than the reference value.
Greater than: The distance between the two points is greater than the reference value.
Less than or equal to: The distance between the two points is less than or equal to the reference value.
Greater than or equal to: The distance between the two points is greater than or equal to the reference value.
Not equal to: The distance between the two points is not equal to the reference value.
Example
Assuming we need to determine whether the distance between two temporary digital twins (products) A and B on a conveyor belt is less than a specified safety distance, follow these steps for configuration:
First point
Method of getting the position: Select “Location of digital twin”
Coordinate type: Select “Local coordinate”
Basic method to find digital twins: Select “Temporary digital twin”, that is Digital Twin A
Second point
Method of getting the position: Select “Location of digital twin”
Coordinate type: Select “Local coordinate”
Basic method to find digital twins: Select “Temporary digital twin”
Advanced method to find digital twins: Select “The last digital twin”, that is Digital Twin B.
Reference distance value
Method to get attributes: Select “Select attribute directly”
Get location: Select “Manual entry”
Manual entry: “1”
Comparison method
Select “Less than”
Check if there is a digital twin in the storage area
This condition is used to determine if there are any objects present in the specified storage area.
Configure parameters
Target storage: Specify the target storage area.
Digital twin which belongs to the storage: Used to specify the digital twin belonging to the storage area.
Basic method to find digital twins: Choose the basic method for locating the digital twin belonging to the storage area.
Advanced method to find digital twins: Further refine the search for the digital twin belonging to the storage area.
Example
The following example determines whether there are objects in the storage area of the digital twin executing the current behavior tree.
Check if the digital twin can be placed in the storage area
Determine if a certain twin body can be placed in the specified storage area.
Configure parameters
Target Storage: Specify the target storage area.
Digital twin which belongs to the storage: Used to specify the digital twin belonging to the storage area.
Basic method to find digital twins: Choose the basic method for locating the digital twin belonging to the storage area.
Advanced method to find digital twins: Further refine the search for the digital twin belonging to the storage area.
Digital twin to be stored:
Basic method to find digital twins: Choose the basic method for locating the digital twin to be stored.
Advanced method to find digital twins: Further refine the search for the digital twin to be stored.
Example
Assuming we need to determine whether a certain item can be placed in the storage area of the Digital Twin A executing the behavior tree, the setup can be done as follows:
Target storage
Digital twin which belongs to the storage
Basic method to find digital twins: Select “Self”
Digital twin to be stored
Basic method to find digital twins: Select “Temporary digital twin”
Check if the digital twins are the same
This condition is used to determine whether two digital twins are the same.
Configure parameters
Compare digital twins
Basic method to find digital twins: Choose how to find the digital twin for comparison.
Advanced method to find digital twins: Further refine the search for the digital twin for comparison (e.g., by filtering based on specific conditions).
Specify a digital twin ID
Way of finding digital twins: Choose how to find the digital twins for comparison.
Edit behavior tree
Basic method
The basic process of editing a behavior tree can be divided into the following steps:
1. Function decomposition
Break down complex functions into multiple independent sub-functions. For example, a material generator can be decomposed into two sub-functions: “Production” and “Output.”
2. Prepare digital twin templates a) Create digital twin template b) Add resources: Based on the results of the function decomposition, add resources for each specific goal of the sub-functions. For example, the production function of the material generator requires an outlet to output the generated items. c) Set attributes: Configure the relevant attributes for each sub-function. For example, for the production function of the material generator, set the production interval and the template required for producing items.
3. Edit the Behavior Tree: Use the behavior tree editor to define the specific behavior logic for each sub-function. For instance, the production function of the material generator can be set to produce items at regular intervals (wait node) and create digital twins (create twin body node). The output function can use Set Digital Twins to the Port Node to send goods to the outlet.
Example
Basic functions of the Source
1. Function decomposition: “Production” and “Output.”
2. Preparedigital twin template: a) Create a digital twin template: Create a twin template and add a Source model to the template (“/Public Directory/FactVerseDLC/ChuangJianQi_DLC”). b) Add resources: Add an “Output” to the production function of the Source.
c) Set attributes: i. In the Digital Twin Template pane, click the ︙next to Metadata and select Add structure to add “Part_1.” ii. Set production interval attribute: Under “Part_1,” add a “Production Interval” (Double type) attribute with the following settings:
Unit: “s”
Default value: “3”
Check the option “Show in the digital twin.” When checked, users can edit this attribute in the scene editor when using this template to generate digital twins.
iii. Set template ID attribute for production items: Under “Part_1,” add a “Generated Digital Twin Identifier” (String type) property with the following settings:
Purpose: Select “Digital twin template”
Check the option “Show in the digital twin.”
iv. Save template: Click the “Save” button on the toolbar to save the template.
3. Edit behavior tree: a) Create behavior tree: i. In the Digital Twin Template pane, click the︙ next to the Behavior Tree section and select “Create Behavior Tree.”
ii. In the opened window, choose the storage path and enter the Behavior Tree name.
iii. Click the “New” button to complete the creation of the Behavior Tree. iv. Click the “Save” button on the toolbar to save the template.
b) Edit behavior tree: The newly created Behavior Tree “Behavior tree of Source” only contains a root node. The following steps will add nodes and running conditions to the “Behavior tree of Source.” i. In the Digital Twin Template pane, double-click the newly created “Behavior tree of Source” under the Behavior Tree section to open the Behavior Tree Editor. ii. Add a Selector node and connect the Root node with the Selector node. For connection methods, refer to the section Node operations.
iii. Add an Idle node and connect the Selector node with the Idle node. Set the running conditions of the Idle node to stop when production items are present at the output.
iv. Add a Sequence node and connect the Selector node with the Sequence node.
v. Add a Wait node and connect the Wait node with the Sequence node. Set the attributes of the Wait node:
Waiting time
Get location: Attribute of digital twin
Attribute of digital twin: Production interval
vi. Add a node for producing items: Add a Create Digital Twin node, connect the Sequence node with the Create Digital Twin node, and set the attributes of the Create Digital Twin node:
The templated used to create the digital twin
Method to get attributes: Select attribute directly
Get location: Attribute of digital twin
Attribute of digital twin: Produced Digital Twin Identifier
Create the location of the digital twin
Method to get attributes: select attribute directly
Get location: Attribute of digital twin
Attribute of digital twin: Source Template > Output port_1> The location of the port
vii. Add a Set Digital Twins to the Port node: Connect the Sequence node with the Set Digital Twins to the Port node, and set the attributes of the node:
Target port
Digital twin at the port
Basic method to find digital twins: Self
Port name: Source Template > Output port_1
Set the digital twin to the port: “Temporary digital twin”
viii. Click the “Save” button on the toolbar to save the Behavior Tree.
Moving ball
1. Create a Ball Twin Template: a) Click on New Template in the homepage to open the template editor. b) Drag the “Sphere” from Libraries into the scene area and adjust its position. c) Change the color of the ball to green.
d) Click the save button on the toolbar and save the template as “Moving Ball.”
2. Add main function structure to “Moving Ball” Template:
a) In the Digital Twin Template pane, click the ⋮ next to Metadata and select Add Structure. b) Scroll down to find the newly added structure “Part_1,” click on it, and change the structure name in the attributes area to “Main Function.” c) Under the “Main Function” structure, add a “Real-time Position” (Vector3) attribute.
3. Add behavior tree for moving ball: a) In the Digital twin template pane, click the ⋮ next to Behavior Tree and select Create Behavior Tree. b) Save the behavior tree and name it “Move the ball.”
4. Edit behavior tree logic
a) Double-click the “Move the ball” behavior tree to open the behavior tree editor. b) Add a Sequence node under the Selector Node. c) Under the Sequence node, add a Set Digital Twin Pose node “Set Digital Twin Pose 1” and configure the attributes as follows:
Specify a digital twin
Basic method to find digital twins: Self
Find the type of object: Digital twin
Set the position of the digital twin
Method to get attributes: Select attribute directly
Get location: Manual entry
Manual entry: 0.5,0,0
d) Add a Wait node “Wait 1” under the Sequence node and set the Manual entry value for wait time to “0.5.”
e) Add another Set Digital Twin Pose node: i. Copy “Set Digital Twin Pose 1” using CTRL+C and paste it with CTRL+V under the Sequence node to create a new Set Digital Twin Pose node “copy_Set Twin Pose 1.” ii. Rename it to “Set Digital Twin Pose 2.” iii. Change the Manual entry for Set the position of the digital twin to “0.5,0,-0.5.”
f) Copy “Wait 1” node using CTRL+C and paste it with CTRL+V to create a new wait node “copy_Wait 1,” renaming it to “Wait 2.”
g) Add a “Set Digital Twin Pose 3” node by copying “Set Twin Pose 1,” changing the manual input for Set the position of the digital twin to “0,0,-0.5.”
h) Copy “Wait 1” node again using CTRL+C and paste it with CTRL+V to create a new wait node “copy_Wait 1,” renaming it to “Wait 3.”
i) Click the Save button on the toolbar to save the behavior tree. j) Click the < button to exit the behavior tree editor. k) Save the “Moving Ball” template and click the homepage button to exit the template editor.
5. Create a scene and add a moving ball in the scene
a) Create a new scene named “Moving Ball.” b) Use the “Moving Ball” template to create a “Moving Ball 1” digital twin. c) Add “Moving Ball 1” to the scene.
d) Play the scene to preview the ball’s movement.
Response to the signal to change the color of the cube
In this example, we will use event nodes to listen for and respond to events, changing the color attribute of a cube.
a) Click on New Template in the homepage to open the template editor. b) Drag the “Sphere” from Libraries into the scene area and adjust its position.
c) Click the save button in the toolbar and save the template as “Signal-Sending Sphere.”
2. Add main function structure to “Signal-Sending Sphere” template: a) In the Digital Twin Template pane, click ︙ next to Metadata and select “Add Structure.” b) Scroll down to find the newly added structure “Part_1,” click on it, and change its name to “Main Function” in the properties area. c) Under the “Main Function” structure, add a “Signal” (Int) attribute.
3. Add Behavior Tree for “Signal-Sending Sphere”: a) In the Digital Twin Template pane, click ︙ next to the behavior tree section and select “Create Behavior Tree.”
b) Save the behavior tree and name it “Send Signal.”
4. Edit behavior tree logic: In this example, three signals “100,” “200,” and “300” will be sent. a) Double-click on the “Send Signal” behavior tree to open the behavior tree editor. b) Add a Sequence node under the Root node and use the default attributes. c) Under the Sequence node, add a Send Event node “Send Signal 100,” and set its attributes as follows:
Event type
Method to get attributes: Select attribute directly
Get location: Manual entry
Manual entry: 100
d) Add a Wait node “Wait 1” under the Sequence node and set the manual entry wait time to “2.” e) Add the “Send Signal 200” node: i. Copy and paste the “Send Signal 100” node; it will automatically be added under the Sequence node. ii. Rename it to “Send Signal 200.” iii. Reconnect the Sequence node and the “Send Signal 200” node. iv. Change the manual entry value for the Event type in the “Send Signal 200” node to “200.” f) Add a Wait node “Wait 2” and set the manual entry wait time to “2”. g) Add the “Send Signal 300” node: i. Copy and paste the “Send Signal 100” node; it will automatically be added under the Sequence node. ii. Rename it to “Send Signal 300.” iii. Reconnect the Sequence node and the “Send Signal 300” node. iv. Change the manual entry value for the Event type in the “Send Signal 300” node to “300.” h) Add a Wait node “Wait 3” and set the manual entry wait time to “2”. The following image shows the complete behavior tree structure:
i) Save the behavior tree and exit the behavior tree editing interface. j) Save the template and return to the homepage.
5. Add a Behavior Tree for the “Color-Changing Cube” template to receive signals and change color:
a) Open the “Color-Changing Cube” template. b) Change the cube’s color to white. c) Create a new “Event Response” behavior tree in the template. d) Double-click the “Event Response” behavior tree to open the editing interface. e) Add a Parallel node under the Root node. f) Add a Sequence node “Sequence Node 1” under the Selector node. g) Add a Receive event node “Receive Signal 100” under “Sequence Node 1” and set the attributes as follows:
Event type
Method to get attributes: Select attribute directly
Get location: Manual entry
Manual entry: 100
h) Add a Set attributes node “Set Signal” under “Sequence Node 1” and set the attributes as follows:
Target attribute
Method to get attributes: Select attribute directly
Attribute source: Attribute of digital twin
Strategy for setting value: Replace the original value
Attribute of digital twin: Singal (the “Signal” attribute of the “Color-Changing Cube” template)
Target attribute value
Method to get attributes: Select attribute directly
Get location: Manual entry
Manual entry: 100
i) Add a Set attributes node, rename it to “Set Color”, and set the attributes as follows:
Target attribute
Method to get attributes: Select attribute directly
Attribute source: Attribute of digital twin
Strategy for setting value: Replace the original value
Attribute of digital twin: Color (the “Color” attribute of the “Color-Changing Cube” template
Specify a digital twin
Basic method to find digital twins: self
Target attribute value
Method to get attributes: Select attribute directly
Get location: Manual entry
Manual entry: 255,254,145,10 (corresponding color is )
j) Add a Sequence node “Sequence Node 2” under the Selector node. k) Add a Receive event node “Receive Signal 200” under “Sequence Node 2” and set the attributes as follows:
Event type
Method to get attributes: Select attribute directly
Get location: Manual entry
Manual entry: 200
l) Add a Set attributes node “Set Signal” under “Sequence Node 2” and set the attributes as follows:
Target attribute
Method to get attributes: Select attribute directly
Attribute source: Attribute of digital twin
Strategy for setting value: Replace the original value
Attribute of digital twin: Singal (the “Signal” attribute of the “Color-Changing Cube” template)
Target attribute value
Method to get attributes: Select attribute directly
Get location: Manual entry
Manual entry: 200
m) Add a Set attributes node under “Sequence node 2”, rename it to “Set Color”, and set the attributes as follows:
Target attribute
Method to get attributes: Select attribute directly
Attribute source: Attribute of digital twin
Strategy for setting value: Replace the original value
Attribute of digital twin: Color (the “Color” attribute of the “Color-Changing Cube” template
Specify a digital twin
Basic method to find digital twins: self
Target attribute value
Method to get attributes: Select attribute directly
Get location: Manual entry
Manual entry: 100,100,200,200 (corresponding color is )
n) Add a Sequence node “Sequence Node 3” under the Selector node. o) Add a Receive event node “Receive Signal 300” under “Sequence Node 3” and set the attributes as follows:
Event type
Method to get attributes: Select attribute directly
Get location: Manual entry
Manual entry: 300
p) Add a Set attributes node “Set Signal” under “Sequence Node 3” and set the attributes as follows:
Target attribute
Method to get attributes: Select attribute directly
Attribute source: Attribute of digital twin
Strategy for setting value: Replace the original value
Attribute of digital twin: Singal (the “Signal” attribute of the “Color-Changing Cube” template)
Target attribute value
Method to get attributes: Select attribute directly
Get location: Manual entry
Manual entry: 300
q) Add a Set attributes node under “Sequence node 3”, rename it to “Set Color”, and set the attributes as follows:
Target attribute
Method to get attributes: Select attribute directly
Attribute source: Attribute of digital twin
Strategy for setting value: Replace the original value
Attribute of digital twin: Color (the “Color” attribute of the “Color-Changing Cube” template
Specify a digital twin
Basic method to find digital twins: self
Target attribute value
Method to get attributes: Select attribute directly
Get location: Manual entry
Manual entry: 255,100,100,100 (corresponding color is )
The following image shows the complete behavior tree structure:
r) Click the Save button in the toolbar to save the behavior tree. s) Click < to exit the behavior tree editor. t) Save the template and return to the homepage.
6. Create a New Scene Named “Event Response”.
7. Add a Sphere that can send events and two Cubes that can receive events in the scene: a) Create two cubes “Cube 1” and “Cube 2” using the “Color-Changing Cube” template. b) Create a “Signal Sending Sphere 1” using the “Signal-Sending Sphere” template. c) Add “Cube 1”, “Cube 2”, and “Signal Sending Sphere 1” to the scene.
8. Save the scene.
9. Play the scene.
Chasing a moving ball
This example demonstrates how to create a cube digital twin in a virtual scene and implement behavior tree logic to have it automatically chase a moving ball.
1. Create a cube digital twin template: a) Click New Template on the homepage to enter the template editor. b) Drag the “Cube” from the tool pane into the scene area and adjust its position. c) Click the save button in the toolbar and name the template “Chasing Target Cube.”
2. Add Behavior Tree for Chasing Target Cube: a) In the Digital Twin Template pane, click ︙ next to the Behavior Tree section and select “Create Behavior Tree.” b) Save the behavior tree and name it “Chasing Target Cube.”
3. Edit behavior tree logic a) Double-click the “Chasing Target Cube” behavior tree to open the behavior tree editor. c) Add a Sequence node under the Root node. d) Under the Sequence node, add a Track digital twins along the path node and configure the following attributes:
Save the path to
Method to get attributes: Select attribute directly
Source attribute: Attribute of digital twin
Strategy for setting value: replace the original value
Attribute of digital twin: Current moving path(“Current moving path” attribute of “Chasing Target Cube”)
Start point
Method to get attributes: Select attribute directly
Get location: Manual entry
Manual entry: point0
Target to be chased
Specify a digital twin
Basic method to find digital twins: All the digital twins in the scene
Method to filter digital twins: Find in scene by ID
Get objects from attributes: Attribute of digital twin
Use ID to find digital twin: Digital Twin ID
Value: 1599. (ID of “Moving Ball 1” in the Example Moving ball, you can check the ID in its digital twin attribute pane )
Find the type of object: Digital twin
e) Under the Sequence node, add a Move digital twins along a path node and configure the following attributes:
Set path
Method to get attributes: Select attribute directly
Get location: Attribute of digital twin
Attribute of digital twin: Current moving path(“Current moving path” attribute of “Chasing Target Cube”)
Set speed:
Target speed: “10”
f) Click the save button in the toolbar to save the behavior tree. g) Click < to exit the behavior tree editor. h) Save the “Chasing Target Cube” template, then click the homepage button to exit the template editor.
4. Create a Scene: Create a new scene named “Chasing Moving Ball.”
5. Add a Chasing Target Cube and a Moving Ball to the Scene: a) Use the “Chasing Target Cube” template to create “Chasing Target Cube 1” and add it to the scene at position “0,0,0.”
b) Use the “Moving Ball” template to create “Moving Ball 1” and add it to the scene at position “0.5,0,-0.5.”
6. Create a path connecting four points: a) Hide “Chasing Target Cube 1” and “Moving Ball 1” to prevent obstruction while creating the path points, ensuring accurate placement.
b) Enter the path planning interface, use the build mode to create the following four points and connect them. These points will form the movement path for “Chasing Target Cube 1,” where “point0” is the starting point. The cube will calculate the shortest path to chase “Moving Ball 1.”
point0 (0,0,0)
point1 (0.5,0,0)
point2 (0.5,0,-0.5)
point3 (0,0,-0.5)
c) Switch to selection mode and change the connection direction to bidirectional.
d) Save the path and exit the path planning interface. e) Switch “Chasing Target Cube 1” and “Moving Ball 1” back to display status.
7. Save the Scene.
8. Play the Scene: “Chasing Target Cube 1” will chase “Moving Ball 1” along the shortest path.
This version is an update from August 2024, with an internal version number of 7.1.0.
New Features
Scene object locking functionality:
By locking specific objects, accidental operations or movements during the editing process are prevented, ensuring the stability of the scene layout.
Scene debugging runtime mode:
Supports breakpoint debugging of behavior trees. Users can set breakpoints during the execution of the behavior tree, step through the process, and view and adjust condition configurations for more precise control over the behavior tree’s execution logic.
Batch creation and modification of digital twins:
Provides functionality for batch creation and modification of digital twins through tables. Users can efficiently input and import data for multiple digital twins, reducing manual repetitive tasks and improving work efficiency.
Optimizations
Optimization of conveyor input and output ports:
The input and output ports of the conveyor belt will automatically adjust according to the belt’s editing, ensuring they are always in the correct location, thereby enhancing convenience and accuracy.
Expose identifier for digital twin content
Allows users to view and modify the identifiers of digital twins, enhancing the flexibility and transparency of digital twin content management.
Behavior tree node library expansion
New node types:
Track digital twins along the path: Automatically navigates to and tracks target digital twins.
Event node: Send and receive custom events.
Multiplication and division nodes: Performs operations using attribute values.
1. Can multiple people edit a scenario simultaneously?
No, a scenario can only be edited by one account at a time. Users attempting to open a scenario that is being edited by someone else will not be allowed to do so and will see a prompt saying “Another user is editing the scenario.”
2. Can multiple scenarios be merged or split? Can you switch across scenarios?
No, the current version does not support scenario merging, splitting, or cross-scenario navigation.
3. Can you add a hot zone to image resources?
No, only models and their sub-objects can have hot zones added. For more information on the hot zone, please refer to the Link section in the DataMesh Studio User Manual.
4. Can the camera be deleted or reset?
No, the camera is the default element in the scene. There can only be one camera per scenario, which cannot be added or removed.
The current camera POV (Point of view) cannot be reset but can be adjusted and saved. The “Get Camera POV” function allows you to switch to the camera’s view.
For more information about the camera, refer to the Camera section in the DataMesh Studio User Manual.
5. Why do camera movements not work on MR devices?
Please check the Camera Attribute in the scenario within DataMesh Studio and make sure the “Apply Camera Movement” option is checked. The camera movement feature will only function properly if this option is selected.
6. Is lighting effective in MR mode?
Yes, it is. If you need lighting effects, you need to enable the light sources in the DataMesh Studio scenario. For more details on lighting, please refer to the Light chapter in the DataMesh Studio User Manual.
7. Can you copy and paste sub-objects of the model in Studio?
No. In DatatMesh Studio, you can only copy the entire element as a whole.
8. Can you define the center point of an individual model in Studio?
No, Studio does not allow you to customize the center point for an individual element. However, when multiple elements are “grouped” or when multiple elements are selected, you can choose a public center or designate a specific element as the center point. For more information on center point settings, refer to the Multiple Selection and Group Elements section in the DataMesh Studio User Manual.
9. What are the differences between the three export options for scenarios?
Export Basic Scenario: The exported scenario file contains only the basic scenario file and does not include resource files. Note: To import and use this basic scenario file, you must have access to all the resources within the scenario.
Export Full Scenario: The exported scenario includes the basic scenario file and all related original resources (unaccelerated). Users can directly use the scenario after importing it, but resources need to be re-accelerated.
Export Accelerated Scenario: The exported scenario includes the basic scenario file, related original resources, and accelerated resource attachments. Users can directly use the scenario and accelerated resources after importing.
10. 10. How to unlock a file when prompted “Another user is editing the scenario” upon opening the scenario?
This message indicates that the scenario is currently being edited by a user and has been locked. Only the scenario’s creator or the current editor can unlock the file. To unlock it, go to FactVerse -> Digital Assets -> Resources, find the corresponding scenario file, and click the padlock icon.
11. Why can’t certain elements be deleted in Studio?
In Studio, due to the default inheritance between scenes, elements can only be deleted on the scene page where they “appear.” You can add “disappear” actions to the element in subsequent scenes, which means the element will not be displayed in later scenes.
DataMesh One
1. What are the prerequisites for event collaboration?
a) The company needs to enable event collaboration services. b) Accounts participating in the event must be under the same enterprise account. c) Accounts participating in the event have all been granted One-end Standard Mode permissions in FactVerse -> License Management.
2. Does scanning a resource code to view a scenario or model involve permission issues?
Yes, it does. If your account does not have permission to view a specific resource in FactVerse-Digital Assets, you will not be able to open that resource by scanning the resource code.
3. How to select child objects in editing mode?
In editing mode, you need to select objects layer by layer according to the model structure: Click once to select the parent level, click a second time to select the secondary level, and so on.
4. How many position codes can a scenario support at most?
A scenario supports up to 20 position codes.
5. Position code scanning error issues
Inconsistent placement direction: The placement direction of position codes is either horizontal or vertical. If the actual placement of the QR codes does not match the scenario settings, an error will be prompted.
Scanning QR codes not set in the scenario: Scanning position codes that are not set in the scenario will also trigger an error. For example, if the scenario is set with only 2 position codes, scanning the third position cod on DataMesh One will result in an error.
DataMesh Importer
1. Why can’t I open my model?
Unsupported model format: This may be due to model format incompatibility. Currently, the Importer primarily supports FBX and glTF format files, and is also compatible with OBJ, STL, 3MF, and PLY formats.
Model data loss: Data loss may have occurred during model export, which can lead to errors when opening the model in the Importer.
2. What should I do if the model only shows one side or is missing polygons after opening?
This issue is due to incorrect model normals. You need to return to the modeling software and adjust the normal directions.
3. Can you delete or modify child objects of a model in the Importer?
No. The Importer can only adjust nodes within the model structure when uploading the model, but it cannot delete sub-objects or modify them individually.
4. Why do substructure names in the model structure appear as letters or garbled text?
This is due to Chinese character encoding issues that occur during model export or conversion.
5. What should I do if the model is lagging or loading too slowly?
Large numbers of vertices and polygons or complex substructures can make the model file very large, affecting performance and loading speed. The model needs to be optimized for better performance.
6. Why is data missing after opening the model, such as materials or textures, and how should I handle it?
When exporting from Blender:
Pack Data: Ensure you check the “Pack Data” option. When exporting to FBX, make sure to set the path to “Copy” to prevent texture loss.
Material/Texture Issues: If you notice that the exported model shows only one material or textures are misaligned, it’s likely because Blender defaults to naming UV maps as “UVMap,” which differs from C4D. You can resolve this by either unwrapping the UVs again or renaming the UV map.
When exporting FBX from 3DMax:
Ensure you check the “Embed Media” option to make sure textures and materials are correctly included in the export.
When exporting models from C4D:
Models should be converted via Blender to export as FBX or GLB format.
7. What is the purpose of checking model structure nodes in the Importer?
By selecting model structure nodes, you can selectively control the components of the model. When uploading the model, selected nodes will be uploaded as separate objects, while unselected nodes will be merged with other nodes.
DataMeshFactVerse
1. How many admin accounts can a company have?
Each company can have only one admin account. Depending on the service package purchased by the company, multiple FactVerse accounts can be created.
2. Can different accounts within the same enterprise view each other’s edited/uploaded content?
a) Different accounts within the same department can share resources in their respective “department” folders. b) Resources in the “My Space” folder are only visible to the individual user. c) Users can create new folders and set the public scope of those folders themselves.
3. What does accelerated service mean?
The FactVerse platform’s model acceleration service automatically optimizes uploaded models to enhance loading and rendering performance across various platforms. The larger the model, the more significant the benefits of the acceleration service; smaller models may not show as much difference.
4. When logging into FactVerse for the first time, the message “License is not assigned. Please contact your administrator” appears.
The company admin must assign departments, roles, and licenses to accounts within the enterprise management module of FactVerse. Once the assignments are completed, users will be able to access the corresponding permissions.
For more information on permission allocation, please refer to the User Permission Management section in the DataMesh FactVerse User Manual.
5. What is the difference between uploading a model using Importer and directly uploading a model on FactVerse?
Importer Upload: Allows users to select and upload specific model structure nodes as needed.
FactVerse Upload: The cloud server cannot recognize the internal structure of the model, so the model is uploaded as a whole resource to the resources. In Studio, this resource does not have a model structure.
See section Login for login details. After a successful login, the token field in the returned result will be used in subsequent requests.
Add header
Add Authorization: Bearer {token} to the HTTP request header.
Encryption
Interfaces involving passwords must encrypt the transmitted strings. For technical support, please contact support@datamesh.com.
js encryption example
Reference JSEncrypt:
export function encryption(password) {
let encryptor = new JSEncrypt();
encryptor.setPublicKey(RSA_PUBLIC_KEY);
let result = encryptor.encrypt(password);
return result;
}
Client-side login or cancellation after web end approval
Endpoint
POST /api/v6/auth/scan/loginOrCancel
Description
In the QR code login process, after the scan end sends the parameters and the user clicks “Agree” on the web, the scan end will either log in or cancel the login.
1. Please use the latest version from the app store to access the latest features and fixes.
2. The texture resolution of the model is less than 1024 and the number of textures is less than 50.
3. Models made with PBR (Physically Based Rendering) materials can have excellent display effects on Vision Pro.
Troubleshooting
1. After opening a scenario, the scenario operation menu is obscured by the model.
Solution: Hold down the left fist for 1.5 seconds to bring the scenario operation menu back to your hand.
2. The virtual keyboard disappears when entering account credentials.
Solution: Look around; the keyboard may be behind you.
3. In collaboration events, if a member exits the app improperly, they cannot rejoin.
Solution: The event creator can kick out the member from the server or recreate the event to resolve this issue.
4. The app freezes.
Solution: Simultaneously press and hold the top button and Digital Crown until you see Force Quit Applications, tap the name of the app you want to close, then tap Force Quit.
5. When sharing the Vision Pro screen, Apple devices cannot be found in the device list.
Solution: Ensure that AirPlay is enabled on the Apple device and that everyone is allowed to AirPlay to the current device.
6. Internal sub-objects of the model cannot be selected.
Solution: Walk inside the model to accurately select sub-objects. For small models, zoom in first, then walk inside the model to select.
7. The APP window is too far or too close.
Solution: Look at the bottom window bar, pinch and drag the window bar to adjust to the appropriate distance. Note: The window shrinks when closer to the user and enlarges when farther away.