Regarding the WMS/WFS function of For Unity

If look at the editor code in For Unity, will see that the code includes functionality to support WMS.
However, it seems that the currently provided reference does not explain how to call the WMS function.
Is there a way to call the function?

image

Regarding WFS or external maps(ex.URL for WMTS), I’ve seen elsewhere that there are currently no plans to provide that function, but I’m curious what will happen to that function.

You should be able to add a Cesium Web Map Service Raster overlay component:

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Hi @SeYeon,

In case you need more detailed instructions, click on the tileset you want to add the overlay to. Then, click the “Add Component” button in the Inspector:
image

The component should appear when you search for it:
image

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thx, @janine

For me who was thinking of applying it by dragging, this is an effective advice.
I have one more question.
I would also like to replace the raster image, but basically, when I call the asset and setting values, I use the raster settings through ion and the raster of the Bing map.
image
As in the image, I see CesiumRasterOverlay.cs and CesiumRasterOverlayEditor.cs without ion attached, but can I not use this function?
As you know, not all data is always in the user’s hands.
It would be great if it could be updated and managed with ion, but some data inevitably has to be requested from external data.
You are guessing the code that performs these functions with the above two codes. Did you guess correctly?
If yes, where should I ADD these?

thx.

thx for the answer, @Kevin_Ring!
I also found the code you found, and guessed that it was correct, so it was a problem while trying to add the code to Hierarchy’s CesiumWoldTerrain.
Even though the version is still low, it seems to have all the features, so I’m going to study for a while to use the features.
In the case of WMS, it requested data returned in XML type, but is only this type currently supported?

thx.

Hi @SeYeon,

As in the image, I see CesiumRasterOverlay.cs and CesiumRasterOverlayEditor.cs without ion attached, but can I not use this function?
As you know, not all data is always in the user’s hands.
It would be great if it could be updated and managed with ion, but some data inevitably has to be requested from external data.
You are guessing the code that performs these functions with the above two codes. Did you guess correctly?
If yes, where should I ADD these?

CesiumRasterOverlay is a base class that all other types of overlays are derived from. It is not meant to be used on its own. In Cesium, raster overlays are handled differently based on their source, which is why there are different sub-types of overlays. The four overlays that are supported in Cesium Native, and by extension, Cesium for Unity and Cesium for Unreal, are ion, Bing, Tile Map Service (TMS), and Web Map Service (WMS).

So I’m not sure I understand what you mean by requesting from “external data”. What source are you trying to add raster overlays from?

This is a map API provided by other sites.
Since the original map file is not provided, the map of the region is obtained through the API, but the DEM data is registered in ion, and the DEM and maps of other regions try to use Cesium.

Hi @SeYeon,

Let me just make sure I understand. You want to use another API to add raster overlays to the tilesets, but the data is in Cesium ion? Is something preventing you from using CesiumIonRasterOverlay?

Hi @janine ,
Could you introduce the usage of TMS and WMS? Could you provide some examples?
Is WMS applicable to webgl(not windows)?
Thank you

Understood similarly.
What I’m trying to do is the following.

  1. I want to register DEM data in ion and apply terrain elevation. (Apply asset number where appropriate)
  2. I want to write a map image other than the BING map image, which is the basic raster image that is supported. (I want to apply that part as an API)
  3. Some WMS data are registered in ion, but this also tries to use external APIs in parallel.

I wonder if somebody implementing feature to supporting WFS in Unity.

In this thread, WMS is discussed but WFS is only mentioned in first mesaage and thread title.

I read that related thread of Cesium for Unreal.

I guess Cesium for Unreal is not supporting WFS either now.

I just want to know somebody / cesium development team working on WFS supporting( i.e vector data and its rendering)

Rendering vector data is the challenging part. Once we have good mechanisms for doing that, we can add a variety of sources of vector data with relatively little work. Vector data rendering is not something we’re currently working on, but hopefully we’ll be able to soon.

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I am reading chapter III of your book, 3D Engine Design for Virtual Globes. :slight_smile:

I guess that rendering vector data nicely in Unity needs many research for it.

Thanks for replying and thanks for the good book :slight_smile:

Yeah, it gets tricky when you want it to interact nicely with the terrain surface. Glad you’re enjoying the book!

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