How Can Cesium for Unreal Simulate Subtle Compass Dynamics for Better Navigation Experiences?

I recently started exploring Cesium for Unreal as a user fascinated by 3D visualization and spatial interactions. One thing that stood out to me is how immersive and accurate the geospatial rendering can be, especially when navigating virtual terrains. However, I noticed something curious when I tried to imagine how tools like an online compass could integrate seamlessly with Cesium for Unreal’s capabilities.

To explain my experience better, I tried setting up a scenario where I was navigating through a vast landscape, such as a desert or a forest. My idea was to rely on subtle directional cues, similar to what we get from traditional compasses or navigation tools, but rendered in a way that feels natural in a 3D space. While Cesium for Unreal excels at placing me into these incredible environments, I found myself wishing for a way to see more nuanced directional indicators.

For instance, could Cesium for Unreal simulate how compasses react to environmental shifts or even magnetic disturbances? I don’t mean to turn it into a fully-fledged simulation but to provide just enough to make navigation feel more intuitive. This is where the concept of an online compass inspired me positively. Unlike static navigation aids, the digital compass (Compas numérique)provides real-time feedback on orientation. In many applications, a digital compass uses a device’s magnetic field sensor or other systems to display the current direction, showing north and other key bearings. If this concept could be interpreted through Cesium for Unreal’s 3D framework, perhaps as subtle environmental hints or even overlays, it could enrich the experience without overwhelming the user with data.

I imagine using Cesium for Unreal to recreate scenarios like navigating ancient ruins or traversing long-forgotten paths. Could subtle directional aids, akin to compass dynamics, be layered into the environment—like stars shifting in the night sky or a faint trail of wind moving through grass? My thought is that this wouldn’t just enhance the immersive experience but would also make navigation in large-scale environments more engaging for users who rely on tools like Cesium for Unreal to tell stories or explore possibilities.

Here’s where I need help from others who might be more experienced or have experimented with Cesium for Unreal in different ways. Do you think it’s feasible to design these kinds of features using existing capabilities of Cesium for Unreal? Have you tried to tackle anything similar or seen examples of how navigation or orientation can be visualized innovatively?

I’d love to hear from anyone who might have ideas about how to make navigation more intuitive within this tool, especially in a way that builds on the realistic rendering Cesium for Unreal already provides. What approaches or techniques would you suggest to achieve a natural integration of directional cues that feel native to the environment?

Hi @MarlisKayley, welcome to the community!

Cesium for Unreal doesn’t have a concept of magnetic fields, so unfortunately I’m not sure how to help you there. But maybe others in the community have attempted something similar?

What Cesium for Unreal does support is globe-relative positioning – the ability to locate yourself (or objects) on specific coordinates on the Earth. The coordinates could be in either longitude / latitude / height, or in Earth-Centered, Earth-Fixed coordinates. So if nothing else, you could mathematically deduce where the direction of North is relative to the player.

It is also possible to use those coordinates to query other APIs, then align the results with the data streamed through Cesium for Unreal. For example, some people combine other map APIs or integrate features like route mapping. Perhaps there is magnetic data out there that you could sample at a given location? (Just throwing ideas around! I’m not sure if that even exists.)

I wish you luck in finding a solution! It sounds like an awesome project, and we’d love to see the outcome :smile: