Block data component
This manual provides a detailed introduction to the control functions and usage methods of the block data component in the Unity editor.
Version notes
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 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 first created, no service is selected, and no data is loaded.

Annotation Tool and Block Viewer for Unity Developer on the Block data component.
| No. | Control name | Control type | Function description |
|---|---|---|---|
| 1 | Global coordinate system option | Dropdown menu | Set the alignment logic between the scene coordinate system and the GNSS data carried by the Block: GPS (default): Automatically align the Block with GNSS data. At this time, the Block's position relative to the Block root node cannot be moved. None: Do not use GNSS data to align the Block. At this time, the Block's position relative to the Block root node can be moved. |
| 2 | Select root node | Selector | Select a node in the scene with the BlockRootController component as the root node. |
| 3 | Create new root node | Button | Generate a new Block root node and set it as the root node. The loaded Block will be automatically deleted. |
| 4 | Clear cache files | Button | Clear all locally cached Block data. |

Block Viewer on the Block data component
| No. | Control name | Control type | Function description |
|---|---|---|---|
| 5 | Load local Block | Button | Load a local Block with the extension .eme or .gltfx. |
| 6 | Reset | Button | Restore the current Block component to its initial state. |
Selected service status
The selected service status of the component refers to the state of the Block data component after a service (Mega Block positioning service, Mega Block storage service, etc.) is selected in the tool.

| No. | Control name | Control type | Function description |
|---|---|---|---|
| 7 | Refresh block list | Button | Refresh the information on the current Block tool and synchronize with the cloud service data. |
| 8 | Select raycast precision | Dropdown | [>=9.4] Set the model precision of the Block's Mesh for raycasting. Lowering the precision will speed up LOD loading in the editor but sacrifice editing precision: Min LOD (default): Use the simplest model for raycasting. None: Do not load collision models or perform raycasting. Match LOD: Load collision models based on LOD. |
| 9 | Mesh chunk identifier | Toggle | [>=9.4] When checked, Mesh chunk identifiers will appear in the scene. |
| 10 | Select block node | Button | Select a node in the scene with a BlockController component as the Block node. |
| 11 | Version | Text | The version of the Block. |
| 12 | Export block | Button | [>=9.4] Open the export menu. [<9.4] Select the export directory to export the model file in obj format. |
| 13 | Load block | Button | Load the Mesh in the scene. |
Export menu[>=9.4]
The new version of the export menu allows you to modify export settings, including export level, whether to export textures, export file format, etc.

| No. | Control name | Control type | Description |
|---|---|---|---|
| 20 | Level selection | Checkbox | Select the model LOD precision to export. Multiple selections are allowed when merge files is not checked, and only single selection is allowed when merge files is checked. |
| 21 | Export original file | Toggle | Export in the original gltfx format. |
| 22 | Export textures | Toggle | Whether to export model textures. |
| 23 | File format | Radio button | Switch the exported single file format between glb and gltf. |
| 24 | Merge files | Toggle | Merge all chunks of this level during export. |
| 25 | Export | Button | Select the export path and start exporting. |
Export progress
Click 12 Export Block[<9.4] or 25 Export to display the export progress bar, which shows the current export status.

| No. | Control name | Control type | Description |
|---|---|---|---|
| 26 | Export progress | Progress bar | The export progress bar displayed during export after selecting the path. Completes when it reaches 100%. |
Loading progress[<9.4]
The progress bar that appears after clicking the 13 Load Block button, used to view the current download and/or loading status.

| No. | Control name | Control type | Function description |
|---|---|---|---|
| 27 | Download progress | Progress bar | Progress bar for downloading Block data, triggers loading upon reaching 100%. |
| 28 | Loading progress | Progress bar | Progress bar for loading Block data, completes upon reaching 100%. |
Loaded model state
The component loaded model state refers to the state of the Block data component after loading at least one Block's Mesh by clicking 13 Load Block.
| No. | Control name | Control type | Function description |
|---|---|---|---|
| 5 | Load local block | Button | Load a local Block with the file extension .eme or .gltfx. |
| 6 | Reset | Button | Restore the current Block component to its initial state. |
Unloaded panorama marker state
The component has loaded at least one Block's Mesh but has not loaded the panorama marker state, which refers to the state of the Block data component when the panorama marker is not loaded.

| No. | Control name | Control type | Description |
|---|---|---|---|
| 14 | Hide/show | Button | Hide/show the Block Mesh in the scene. |
| 15 | Delete block | Button | Delete the currently loaded Block. |
| 16 | HD marker | Text | HD represents a high-definition panorama; SD represents a standard-definition panorama. |
| 17 | Load panorama marker | Button | Load the yellow spherical marker representing the panorama marker in the current scene. |
Loaded panorama marker state
The component has loaded at least one Block's Mesh and the loaded panorama marker state refers to the state of the Block data component when the 17 Load panorama marker is clicked.
In this state, you can show, hide, or delete the panorama marker associated with the Block and load the panorama window.

| No. | Control name | Control type | Description |
|---|---|---|---|
| 18 | Hide/show | Button | Hide/show the panorama marker sphere in the scene. |
| 19 | Delete panorama marker | Button | Delete the currently loaded panorama marker. |
Controls in the scene
In the Unity Editor's SceneView, there are some controls created by the Block data component.
LOD block identifier [>=9.4]
The identifier displayed when opening the 9 Mesh block identifier in tools of version 9.4 and above, used to identify the blocks, levels, and status of LOD.

| No. | Control name | Control type | Function description |
|---|---|---|---|
| 29 | Block LOD identifier | Gizmo | Identifies blocks. After LOD is loaded, different colors are displayed based on the level and status: Blue: Min level, lowest precision. Light blue: Medium level, medium precision. Green: Max level, highest precision. Red: An error occurred during loading (retrying). Yellow: Loading. |
Lod loading indicator[>=9.4]
The LOD loading indicator is a rotating UI control that appears only during LOD transitions.

| No. | Control name | Control type | Description |
|---|---|---|---|
| 30 | LOD loading indicator | UI | Indicates that LOD loading is in progress when displayed. |
Panorama marker
Panorama markers are the markers that appear in the scene after clicking 17 Load panorama marker after loading the Block Mesh, used to identify positions where panoramic previews are possible.

| No. | Control name | Control type | Function description |
|---|---|---|---|
| 31 | Panorama marker | Interactive object | A yellow spherical marker indicating that a panoramic preview is possible at this location. |
Panoramic window
The panoramic window appears after loading the Block Mesh and panoramic markers and clicking the 31 panoramic marker, where panoramic preview and content editing can be performed.

| No. | Control name | Control type | Function description |
|---|---|---|---|
| 32 | Panoramic window | SceneView | A window where panoramic preview can be performed. |