2.7.1. Editor Mode Overview

The Editor Mode allow to add and edit specail types of actors (Scenario Actors and Soda Vehicles) on a level.

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2.7.1.1. Actor Operations

Add New Actor

To position an actor on the map, simply select it from the menu and drag it to the desired location. For moving actors, such as vehicles, this action sets their starting position.

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For more information about type of actors, consult the Scenario Actors

Move, rotate and scale

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Move, rotate and scale selected actor

Coordinates

Change coordinate system - global or body axes:

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Global coordinate system:

Global coordinate system

Body axes:

Body axes

2.7.1.2. Actor Settings Menu

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Actors can be pinned or unpinned:

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Undestringund the pinned/unpinned actors:

  • UnPinned - means that the Actor’s state (its SaveData) is in one shared record (a file on disk or a record in the database) along with the entire level. Thus, the saved state of an Actor is only available for one save. This behavior is convenient for Actors, which are necessarily associated with a specific level and its state. For example, ANavigationRoute, the user creates a motion trajectory for a specific level, taking into account the geometry of the level and the Actors around it.

  • Pinned - means that the Actor’s state (its SaveData) is located in a separate unique record (file or database) and is available for any level. This means that changes made to an Actor at one level will also appear when this Actor is loaded at other levels. This is a convenient behavior, for example for ASodaVehicle, when creating a vehicle configuration (a set of sensors and components); we may want to use this configuration not only at one level, but also at all others.

2.7.1.3. Vehicle Components Menu

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To open Vehicle Builder select an actor and click Components button.

Note: Vehicle Builder is available only for actors of type Soda Vehicle.

Vehicle Components menu

Components menu and activation buttons

Component manual activation:

  • image - component is active;

  • Empty - component is inactive;

Component automated activation Mode:

  • image “Active Forever” - component will always be active (Free and Editor modes, Play Scenario);

  • image “Activate On Play” - component will be activated only after scenario start (Play Scenario button is pressed);

  • Empty - component will not be activated automatically;

Component status:

  • image - Errors during component activation; component is inactive. Errors can be found on the Vehicle Debug Panel)

  • image - Component is initialized and active

  • image - Component is initialized and active, but there were some not critical errors. Errors can be found on the Vehicle Debug Panel

  • image - Component is inactive.

Component context menu:

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Double click on the component to open Component Settings

ESC - go back

Add New Component

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Components Settings Menu

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Hover the mouse to any parameter or setting to get detailed information.

Save Vehicle

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Saves current vehicle with all components and settings:

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Load Vehicle

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Load previously saved vehicle (with components and settings) and place it to the map.

2.7.1.4. Vehicle Debug Panel

Vehicle Debug Panel appears on the left side of application window:

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First blue-colored line - vehicle name.

Second blue-colored line - vehicle storage type and location. Possible values:

  • NoSave - vehicle is not saved yet

  • BinLevel - vehicle is saved as a part of the binary level save game

  • JsonLocal - vehicle is saved to a JSON-formatted file in local storage.

  • DB - The vehicle is saved to the MongoDB database.

Below there are per-component blocks - with green-colored titles. They contain some debug or internal component data. You may turn this data display on and off for any component in its menu: Common → Draw Debug Panel.

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If a component has any internal warning or errors, they will be displayed regardless of the above setting:

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