Basic Control

  • You can create, place, and delete obstacles in Edit - Scenario - Scenario Edit mode.

Vehicle Placement

  1. Spawn Objects List - Select Vehicle Icon

  2. Select the desired Vehicle Type

  3. Shift + left click to create vehicle and Alt + left click to delete

  4. Vehicle can only be placed above linked path.

Reference video

Pedestrian placement

Single Pedestrian

  1. Select Spawn Objects List - Pedestrian Icon

  2. Select the type of Pedestrian

  3. Shift + left click to create pedestrian and Alt + left click to delete

  • Pedestrian parameter

    • AD : active distance

    • MD : move distance

    • speed : Pedestrian’s moving speed

    • Active : checks whether it is being active or not

    • Loop : checks the number of repetition

    • standard Point : set the standard point

    • e.g : Pedestrian’s travel distance is 14m, the No.1 Active will be marked when the vehicle enters within 15m of Standard Point (when selecting Loop, active loop is checked for 15m or less.

    • Behavior: denotes the behavior of a pedestrian

      • NORMAL: basic mode of a pedestrian

      • LOOKPHONE: a pedestrian looking at phone

      • Calling: a pedestrian calling on a phone

Reference video

Motion Pedestrian

  1. Spawn Objects List - Select Pedestrian

  2. Select police1 or “[pedestrian_name]_ai”

  3. Shift + left click to create pedestrian and Alt + left click to delete

  • Motion Pedestrian parameter (“This could be used in [pedestrian_name]_ai”)

    • Pedestrian Mode Type : choose the pedestrian behavior type

      • ONCE - change destination to idle state when destination is set.

      • CLOSE LOOP - delete it on arrival of destination.

      • REPEAT - On arrival of its destination, repeat its process by teleporting toward the original location.

      • LOOP - make a round trip from departing location to the destination.

      • NEW PATH - If you have multiple destinations, find another destination when you arrive at the first destination.

      • STAND - standing in place

    • Pedestrian Animation : choose Pedestrian Animation

      • Idle - a pedestrian standing still

      • BT_IdleWalk: a pedestrian walking mode

      • Run: a pedestrian running mode

    • Reference Video (Pedestrian Motion)

  • Motion Pedestrian parameter (In the case of police 1)

    • Pedestrian Mode Type : pedestrian behavior type (Unavailable)

    • Pedestrian Animation : select Pedestrian Animation

      • Police_Handsignal_Idle_1

      • Police_Handsignal_FStop

        • FStop

        • FtoR

        • BtoL

      • Police_Handsignal_FandL_Stop (Based on the receiver)

      • Police_Handsignal_FandL (Based on the receiver)

      • Police_Handsignal_LRStop

        • LRStop

        • RtoB

        • LtoF

      • Police_Handsignal_RtoL

        • RtoL

        • LtoR

      • Police_Handsignal_FtoB

        • FtoB

        • BtoF

    • Reference video clip (Police Hand-Signal)

Pedestrian SpawnPoint

  1. Spawn Objects List - select Spawn Point Icon

  2. Select PedSpawnPoint

  3. Shift + left click to generate Spawn point, Ctrl + click to generate destination point, Alt + left click to delete.

  • PedSpawnPoint parameter (“This could be used in [pedestrian_name]_ai” )

    • Pedestrian Count : specify the number of Pedestrians spawned.

    • Pedestrian Mode Type : select the behavior type of Pedestrian

      • ONCE - change destination to idle state when destination is set.

      • CLOSE LOOP - delete it on arrival of destination.

      • REPEAT - On arrival of its destination, repeat its process by teleporting toward the original location.

      • LOOP - make a round trip from departing location to the destination.

      • NEW PATH - If you have multiple destinations, find another destination when you arrive at the first destination.

      • STAND - standing in place

    • Pedestrian Animation : select Pedestrian Animation

    • Timer : select the period of spawned pedestrian cycle.

    • Destination : Specify destination point

    • Reference Video

Object placement

  1. Spawn Objects List - Select Object

  2. Select object type

  3. Shift + left click to create and Alt + left click to delete

  4. Object’s location and angle values could are modifiable

  • Object’s location replacement and rotation are enabled by changing its Position and Rotation values.

  • Position : Object’s location could be modified followed by the change of x,y,z field values.

  • Rotation : Object’s angle could be modified followed by the change of x,y,z field values.

  • Scale : Object’s size could be modified followed by the change of x,y,z field values. UPDATE

  • Reference Video

Shaded Area Placement

Select Edit - Scenario - Map Edit mode

  1. Select ShadedArea.

  2. Shift + Left click will generate it, and. Alt + Left click will delete it.

  3. Shaded Area’s Size, Position, and Rotation items could be modified.

  • After selecting Size, Position, and Rotation, you can drag and drop to adjust/move/rotate the Shaded area.

  • POS XYZ : Select the axis you want to move (X,Y,Z). Enter a value or click, drag and drop to modify the position.

    • e.g : Move X by 10

  • ROT PYR : Select the axis (P,Y,R) you want to modify. Enter a value or click, drag, and drop to modify Rotation.

    • e.g : rotate pitch 45 degree

  • Size XYZ : Size XYZ: Select the size of axis (size X,Y,Z) you want to modify. Enter a value, click, drag, and drop to modify the size.

    • e.g : Size Change to X 2.0m

  1. Specific setting configurations could be done on Sensor Setting by clicking each sensor toggle.

  • GPS

    • When setting Blackout in the Noise Type, Latitude, Longitude, and Altitude values are output as 0.

    • After selecting noise within the Noise Type, the GPS output value is changed according to the Gaussian Noise parameter.

  • IMU

    • When setting Blackout, Orientation, Angular Velocity, Linear Acceleration values are output as 0.

    • After selecting noise within the noise type, the IMU output value fluctuates according to parameters within Gaussian Noise, Bias-Instability Noise, and Random Walk Noise.

  • LiDAR

    • When setting Blackout in the Noise Type, the Point Cloud value is output as an empty value.

    • After selecting noise within the noise type, the LiDAR output value is changed according to the Gaussian Noise parameter.

Scenario Management

Save

  • Click on the following order: Spawn Objects List - Scenario - Save Scenario

  • Information about one’s current vehicles, vehicles, pedestrians, and obstacles can be saved.

Load

  • Click on the following order: Spawn Objects List - Scenario - Load Scenario

  • Information about one’s current vehicles, vehicles, pedestrians, and obstacles can be b.

Reset

  • Click on the following order: Edit - Scenario - Reset Spawned Actors

  • All vehicles, pedestrians and obstacles in the current map can be initialized in batches.