Comments (3)
Labeling applies to GameObjects in their entirety, so if you want different labels you need different GameObjects.
There are a couple of approaches to splitting up your object.
The first is to split your object up into multiple objects in your 3d editor and then export the set of objects into the fbx. Here is an example of two cubes in Blender, and those same cubes in Unity:
Since there are two child objects in the top-level "TwoCubes.fbx", you can add a Labeling component to each one.
The other approach is to add invisible geometry to your objects in Unity and then label that.
What I did here is the following:
- Open the whipping cream prefab
- Add a child Cylinder and orient it to cover only the cap
- Create a new material - call it "transparent" - and set "Surface Type" to transparent and change the "Base Map" color's alpha to 0
- Drag the material onto the Cylinder
- Add labeling to the cylinder
Repeat this with a Quad to cover the label
Labeling applies to GameObjects. Even transparent geometry is captured in the ground truth, so you can use that to your advantage.
Hope this helps!
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Happy to help :)
from com.unity.perception.
Thanks very much @JonathanHUnity - that helps tremendously!
Also the gifs for showing the process of invisible labelling are super helpful for explaining the process.
Best regards,
Less
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Related Issues (20)
- Running in
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- Support IK enabled and AvatarMasks for Animation Randomizer
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