Block Data Component
This manual provides a detailed introduction to the control functions and usage methods provided by the Block data component in the Unity Editor.
Note
Starting from version 2.13, you should use the block editor tool to develop Unity applications.
Version Notes
Starting from the self-built map version 9.4, the Block Mesh data format has been upgraded from eme to gltfx.
All functions in this document that only support the new format are marked as [>=9.4]. If your data version is lower than 9.4, the relevant UI controls will not take effect.
All functions in this document that only support the old format are marked as [<9.4]. If your data version is 9.4 or higher, the relevant UI controls will not take effect.
Initial State
The initial state of the component refers to the state of the Block data component when the tool is newly created, no service is selected, and no data is loaded.

| Number | Control Name | Control Type | Function Description |
|---|---|---|---|
| Clear | Clear cached files | Button | Clear all locally cached Block data. |
Service Selected State
The service selected state of the component refers to the state of the Block data component after a service (such as Mega Block positioning service, Mega Block storage service, etc.) is selected in the tool.

| Number | Control Name | Control Type | Function Description |
|---|---|---|---|
| 7 | Refresh Block list | Button | Refresh the information on the current Block tool to synchronize with the data in the cloud service. |
| 8 | Select ray detection accuracy | Drop-down menu | [>=9.4] Set the model accuracy of the Block's Mesh for ray detection. Reducing the accuracy will speed up the LOD loading in the editor but will sacrifice the editing accuracy: Min LOD (default): Use the simplest model for ray detection. None: Do not load the collision model and do not perform ray detection. Match LOD: Load the collision model according to the LOD. |
| 9 | Mesh segmentation marker | Switch | [>=9.4] When checked, Mesh segmentation markers will appear in the scene. |
| 10 | Select Block node | Button | Select a node with the component in the scene as the Block node. |
| 11 | Version | Text | The version of the Block. |
| 12 | Export Block | Button | [>=9.4] Pop up the export menu. [<9.4] Select the export directory and export the model file in the obj format. |
| 13 | Load Block | Button | Load the Mesh in the scene. |
Export Menu [>=9.4]
In the new version of the export menu, you can modify the export settings, including the export level, whether to export textures, the export file format, etc.
| Number | Control Name | Control Type | Function Description |
|---|---|---|---|
| 20 | Level selection | Checkbox | Select the LOD accuracy of the model to be exported. You can select multiple options when the Merge files option is not checked, and only one option can be selected when the Merge files option is checked. |
| 21 | Export original file | Switch | Export in the original gltfx format. |
| 22 | Export textures | Switch | Whether to export the model textures. |
| 23 | File format | Radio button | Switch the format of the exported single file between glb and gltf. |
| 24 | Merge files | Switch | Merge all segments of this level during export. |
| 25 | Export | Button | Select the export path and start the export. |
Export Progress
The export progress bar that appears after clicking 12 Export Block [<9.4] or 25 Export is used to view the current export status.

| Number | Control Name | Control Type | Function Description |
|---|---|---|---|
| 26 | Export progress | Progress bar | The export progress bar that appears during export after selecting the path. The export is completed when it reaches 100%. |
Loading Progress [<9.4]
The progress bar that appears after clicking the 13 Load Blcok button is used to view the current download and/or loading status.

| Number | Control Name | Control Type | Function Description |
|---|---|---|---|
| 27 | Download progress | Progress bar | The progress bar for downloading Block data. Loading is triggered when it reaches 100%. |
| 28 | Loading progress | Progress bar | The progress bar for loading Block data. The loading is completed when it reaches 100%. |
Model Loaded State
The model loaded state of the component refers to the state of the Block data component after at least one Block's Mesh has been loaded by clicking 13 Load Block.
| Number | Control Name | Control Type | Function Description |
|---|---|---|---|
| 5 | Load local Block | Button | Load local Blocks with the suffix .eme or .gltfx. |
| 6 | Reset | Button | Restore the current Block component to its initial state. |
Panoramic Marker Not Loaded State
The state where at least one Block's Mesh is loaded but the panoramic marker is not loaded refers to the state of the Block data component when the panoramic marker is not loaded.

| Number | Control Name | Control Type | Function Description |
|---|---|---|---|
| 14 | Hide/Show | Button | Hide/Show the Block Mesh in the scene. |
| 15 | Delete Block | Button | Delete the currently loaded Block. |
| 16 | High-definition marker | Text | HD represents high-definition panorama; SD represents standard-definition panorama. |
| 17 | Load panoramic marker | Button | Load the yellow spherical markers representing panoramic markers in the current scene. |
Panoramic Marker Loaded State
The state where at least one Block's Mesh is loaded and the panoramic marker is loaded refers to the state of the Block data component after clicking 17 Load panoramic marker.
In this state, you can show, hide, and delete the panoramic markers associated with the Block and load the panoramic window.

| Number | Control Name | Control Type | Function Description |
|---|---|---|---|
| 18 | Hide/Show | Button | Hide/Show the small balls of panoramic markers in the scene. |
| 19 | Delete panoramic markers | Button | Delete the currently loaded panoramic markers. |
Controls in the Scene
There are some controls created by the Block data component in the SceneView of the Unity Editor.
LOD Segmentation Marker [>=9.4]
The markers that appear after enabling the 9 Mesh segmentation marker in tools of version 9.4 and above are used to mark the segments, levels, and status of the LOD.

| Number | Control Name | Control Type | Function Description |
|---|---|---|---|
| 29 | Segment LOD marker | Gizmo | Mark the segments. After the LOD is loaded, different colors are displayed according to the level and status: Blue: Min level, lowest accuracy. Light blue: Medium level, medium accuracy. Green: Max level, highest accuracy. Red: An exception occurred during loading (retrying). Yellow: Loading. |
LOD Loading Marker [>=9.4]
The LOD loading marker is a rotating UI control on the interface that only appears when the LOD is switched.

| Number | Control Name | Control Type | Function Description |
|---|---|---|---|
| 30 | LOD loading marker | UI | Appears when the LOD is being loaded. |
Panoramic Marker
The panoramic marker is a marker that appears in the scene after clicking 17 Load panoramic marker after loading the Block Mesh and is used to mark the positions where panoramic previews can be performed.

| Number | Control Name | Control Type | Function Description |
|---|---|---|---|
| 31 | Panoramic marker | Interactive object | A yellow spherical marker indicating that a panoramic preview can be performed at this position. |
Panoramic Window
The panoramic window is a window that appears after clicking 31 Panoramic marker after loading the Block Mesh and panoramic markers. You can perform panoramic previews and content editing in it.

| Number | Control Name | Control Type | Function Description |
|---|---|---|---|
| 32 | Panoramic window | SceneView | A window where you can perform panoramic previews. |



