Block data component
This manual details the control functions and usage methods of the Block data component in the Unity Editor.
Version description
Starting from self-built map version 9.4, the Block Mesh data format has been upgraded from eme to gltfx.
All features 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 features 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 component's initial state refers to when the tool is first created, no service has been selected, and no data has been loaded.

Block data component on Annotation Tool and Block Viewer for Unity Developer.
| No. | Control name | Control type | Description |
|---|---|---|---|
| 1 | Global coordinate system option | Dropdown | Sets the alignment logic between the scene coordinate system and the GNSS data carried by the Block: GPS (default): Automatically aligns the Block using GNSS data. The Block position relative to the root node cannot be moved. None: Does not use GNSS data to align the Block. The Block position relative to the root node can be moved. |
| 2 | Select root node | Selector | Selects a node in the scene with the BlockRootController component as the root node. |
| 3 | Create new root node | Button | Generates a new Block root node and sets it as the root node. Loaded Blocks will be automatically deleted. |
| 4 | Clear cache files | Button | Clears all locally cached Block data. |

Block data component on Block Viewer
| No. | Control name | Control type | Description |
|---|---|---|---|
| 5 | Load local Block | Button | Loads a local Block with .eme or .gltfx extension. |
| 6 | Reset | Button | Resets the current Block component to its initial state. |
Selected service state
The component's selected service state refers to when a service (Mega Block positioning service, Mega Block storage service, etc.) has been selected in the tool.

| No. | Control name | Control type | Description |
|---|---|---|---|
| 7 | Refresh Block list | Button | Refreshes information on the current Block tool, synchronizing with cloud service data. |
| 8 | Select ray detection accuracy | Dropdown | [>=9.4]Sets the model accuracy used for ray detection on the Block's Mesh. Lower accuracy speeds up LOD loading in the editor but sacrifices editing precision: Min LOD (default): Uses the simplest model for ray detection. None: Does not load collision models, no ray detection. Match LOD: Loads collision models based on LOD. |
| 9 | Mesh chunk identifier | Toggle | [>=9.4]When checked, Mesh chunk identifiers appear in the scene. |
| 10 | Select Block node | Button | Selects a node in the scene with the BlockController component as the Block node. |
| 11 | Version | Text | Version of this Block. |
| 12 | Export Block | Button | [>=9.4]Opens the export menu. [<9.4]Select export directory to export model files in obj format. |
| 13 | Load Block | Button | Loads Mesh into the scene. |
Export menu[>=9.4]
In the new version export menu, you can modify export settings including export level, whether to export textures, file format, etc.

| No. | Control name | Control type | Description |
|---|---|---|---|
| 20 | Level selection | Checkbox | Selects the model LOD accuracy to export. Multiple selections allowed when Merge files is unchecked; single selection when checked. |
| 21 | Export original file | Toggle | Exports in original gltfx format. |
| 22 | Export textures | Toggle | Whether to export model textures. |
| 23 | File format | Radio button | Switches exported single file format between glb or gltf. |
| 24 | Merge files | Toggle | Merges all chunks of this level during export. |
| 25 | Export | Button | Select export path to begin exporting. |
Export progress
Progress bar appearing after clicking 12 Export Block[<9.4] or 25 Export, showing current export status.

| No. | Control name | Control type | Description |
|---|---|---|---|
| 26 | Export progress | Progress bar | Export progress bar displayed during export after selecting path. Completes at 100%. |
Loading progress[<9.4]
Progress bar appearing after clicking 13 Load Block button, showing current download and/or load status.

| No. | Control name | Control type | Description |
|---|---|---|---|
| 27 | Download progress | Progress bar | Download Block data progress bar, triggers loading at 100%. |
| 28 | Loading progress | Progress bar | Load Block data progress bar, completes at 100%. |
Loaded model state
The component's loaded model state refers to when at least one Block's Mesh has been loaded by clicking 13 Load Block.
| No. | Control name | Control type | Description |
|---|---|---|---|
| 5 | Load local Block | Button | Loads a local Block with .eme or .gltfx extension. |
| 6 | Reset | Button | Resets the current Block component to its initial state. |
Unloaded panorama marker state
Component state when at least one Block's Mesh is loaded but no panorama markers are loaded.

| No. | Control name | Control type | Description |
|---|---|---|---|
| 14 | Hide/show | Button | Hides/shows Block Mesh in the scene. |
| 15 | Delete Block | Button | Deletes currently loaded Block. |
| 16 | HD marker | Text | HD represents high-definition panorama; SD represents standard-definition panorama. |
| 17 | Load panorama marker | Button | Loads yellow spherical markers representing panorama positions in the current scene. |
Loaded panorama marker state
Component state when both Block Mesh and panorama markers have been loaded by clicking 17 Load panorama marker.
In this state, you can show, hide, delete panorama markers associated with the Block, and load the panorama window.

| No. | Control name | Control type | Description |
|---|---|---|---|
| 18 | Hide/show | Button | Hides/shows panorama marker spheres in the scene. |
| 19 | Delete panorama marker | Button | Deletes currently loaded panorama markers. |
Controls in scene
There are controls created by the Block data component in Unity Editor's SceneView.
LOD chunk identifier[>=9.4]
Identifier displayed when 9 Mesh chunk identifier is enabled in tools version 9.4+, marking LOD chunks, levels, and states.

| No. | Control name | Control type | Description |
|---|---|---|---|
| 29 | Chunk LOD identifier | Gizmo | Identifies chunks. After LOD loading, displays different colors based on level and state: Blue: Min level, lowest accuracy. Light blue: Medium level, medium accuracy. Green: Max level, highest accuracy. Red: Loading error occurred (retrying). Yellow: Loading in progress. |
LOD loading identifier[>=9.4]
LOD-loading identifier is a rotating UI control that only appears during LOD switching.

| No. | Control name | Control type | Description |
|---|---|---|---|
| 30 | LOD loading identifier | UI | Indicates ongoing LOD loading when visible. |
Panorama marker
Panorama markers appear in the scene after clicking 17 Load panorama marker with Block Mesh loaded, marking positions for panorama preview.

| No. | Control name | Control type | Description |
|---|---|---|---|
| 31 | Panorama marker | Interactive object | Yellow spherical marker indicating position for panorama preview. |
Panorama window
Panorama window appears after loading Block Mesh and panorama markers, then clicking 31 Panorama marker. Allows panorama preview and content editing.

| No. | Control name | Control type | Description |
|---|---|---|---|
| 32 | Panorama window | SceneView | Window for panorama preview. |