Hello, it’s really nice to be here as I have known about Cesium for some years now. I have utilized Unreal plugins for gravity such as MGT and have worked on personal logic to create planetary/spherical navmeshing. I wanted to test out a couple of functions and figured I would use the forum to see its feasibility if possible:
Is it possible to integrate these components from Cesium: Gravity, Navmeshing, and the rotation fix for locomotion (where characters and cameras rotate based on gravity implemented to a characters BP), and place them into a different planet creation plugin/tool such as WorldScape? I understand that Cesium for Unreal is C++ Source available so there I wonder if there is a solution in that regard to have these components/features interact with third party planet creation tools? It would be nice to know if there is an ease to transfer these features through components to a third party tool with some level of tweaking for integration as I am curious to see what is possible.
I ask mainly out of curiosity and viability as my intention to use Cesium currently is in these very unique features you offer and I do not have a current need for the Cesium planets or Google satellite meshes or data.
Thank you for your time and I look forward to hearing back about this topic.
Being able to use the earth with cesium but also utilise it for the solar system would be incredibly useful! The idea would be to be able to fly to the moon, other planets (from models that I have and place in the scene) etc
For example:
Theoretically you could just anchor to the planet you’re on
So when youre on the planet you’re anchored to that planet. But when you leave the atmosphere into space it un-anchors you, you have free movement
Then when you get to another planet it re-anchors you to that new planet
If someone with the requisite cpp knowledge looked at the code, it would probably be relatively straightforward I’d imagine
Any advice on how to do this would be awesome and much appreciated!
The Cesium for Unreal plugin doesn’t currently have any support for flying to various planets in our solar system but would love to hear people’s ideas!
Historically, the plugin has been focused on Earth only, the WGS84 ellipsoid, and earth centered earth fixed coordinates. With the latest release of 2.7.0, we can support non-earth ellipsoids, like the moon.
Would be very cool to find a way to support the Earth and Moon at the same time, fly between them, or even to other planets!
Regarding your first point, we’ve spent considerable time creating a flying solution that works quite well with Cesium. Let us know if you’d like us to help create an example level where you could fly a spaceship from Earth to the Moon on Cesium. We have been interested in contributing to the community through this project for some time, particularly given the implications of this 2.7.0 update which supports using non-WGS84 ellipsoids.
This could be used as a demo scene for within the package if you’d like to give users a way to traverse between ellipsoids, such as the moon and earth. We feel like there’s a lot of potential with cesium for this use case and there’s no other plugin which provides a solution that allows for this in this kind of way. My team mate Chim has spent the last 6 months trying to create/find one but there’s no straightforward solution on the unreal marketplace for this, Cesium would be vastly superior if we can get it working.
So we propose we can help you with the first point, of bringing in a flight actor, and if you are able to help us with the implementation of multiple ellipsis in a scene in the next update, that would be fantastic!
We tried doing so but it seems to crash: in order for us to create two separate ellipsoids with their unique date assets, we need to be able to add multiple CesiumGeoreference’s.
In the attachments, we have included a step by step process of how we would preferably like to go about creating a moon ellipsoid example. Is this something we can do currently with Cesium? As we had attempted to duplicate the CesiumGeoreference in the outliner but faced a crash. Is this method that we are interested in discussing something Cesium is able to implement?
We could also attach the fixes for the camera spring arm for the demo project spaceship from the code that @janine provided for us in the past: this allows for high speed flight allowing for the traversal of vast distances.
My team mate Chim has also spent the last 6 months creating a seperate project which resolves an issue when entering and exiting planets/ellipsoids in a previous project. Via Dm I can send you a video with this project which we would be happy to discuss further how to integrate into Cesium and enter and exit CesiumGeoreferences with their unique gravity systems. In particular, a way to change between them based on distance from the planet (entering and exiting).
Thank you for your time and please let us know if this is something you are interested in
Hello, yes Chimik here. Would definitely like to contribute especially seeing on how Cesium has grown and caters to so many unique projects. Would definitely like your thoughts on this potential solution and possibly helping the community as well through a shared unreal project