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+## Warehouse Assets Gem
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+### General description
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+This gem contains a set of models and prefabs which can be used to create a warehouse project suitable for robotic simulations.
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+### Contents
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+All of the contents of this gem reside in the folder `Assets`. It comprises 2 sub-folders:
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+- `assets` containing models, textures, and material definitions
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+- `Prefabs` containing prefabs that can be used to build the scene
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+The `Prefabs` folder has the following structure:
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+All the prefabs have appropriate physics parameters including collision shapes.
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+#### Basic Components
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+A set of basic items to be used in the warehouse is located in the `Components` folder. The prefabs (in the image, left to right):
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+- `WarehouseRack.prefab`
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+- `WarehouseBox1.prefab`
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+- `WarehouseBox2.prefab`
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+- `WarehouseBox3.prefab`
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+- `WarehouseBox4.prefab`
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+
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+#### Storage Racks
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+
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+Storage racks are created from basic components, combined in 5 different permutations. The prefabs (in the image, left to right):
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+- `Storage_rack1.prefab`
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+- `Storage_rack2.prefab`
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+- `Storage_rack3.prefab`
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+- `Storage_rack4.prefab`
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+- `Storage_rack5.prefab`
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+
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+#### Storage Rack Packs
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+The rack packs were created by stacking 4 storage rack prefabs in different combinations. These prefabs may simplify creating larger warehouses. The prefabs (in the image, left to right):
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+- `Storage_2x2_Pack1.prefab`
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+- `Storage_2x2_Pack2.prefab`
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+- `Storage_2x2_Pack3.prefab`
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+
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+#### Storage on Wheels
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+
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+`Storage_on_wheels.prefab` is a storage cage on wheels. As opposed to other prefabs it can be moved around the scene. The collision shape was designed in a way, that allows the Proteus robot to ride below it.
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+
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+#### Rack protection
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+There are 2 elements, located in the `Rack_protectors` folder, that can be placed next to the racks. These are (in the image, left to right):
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+
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+- `Rack_front_protection.prefab`
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+- `Rack_side_protection.prefab`
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+
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+#### Misc
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+
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+The `Misc` folder contains prefabs with floor lines.
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+
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+#### Warehouse structural
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+
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+The `Warehouse_structural` folder contains prefabs comprising the warehouse building. These are:
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+
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+- `Warehouse_Floor.prefab`
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+- `Warehouse_Walls.prefab`
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+- `Warehouse_Roof.prefab`
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+
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+The folder contains also a `Components` subfolder, containing assets used in these 3 prefabs.
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+
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+#### Warehouse scene
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+
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+The `WarehouseScene.prefab` contains a sample, ready-to-use warehouse scene, built from prefabs listed in this document.
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+
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+### Tips on using Warehouse Assets Gem
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+
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+#### Creating Warehouse scene
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+
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+***Tip 1***
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+
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+To achieve alignment, all 3 "structural" prefabs (floor, walls and roof) should be instantiated in the same coordinates.
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+
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+***Tip 2***
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+
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+Each of the frontal walls in the `Warehouse_Walls.prefab` contains optional gate openings and gates. It consists of 3 entities:
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+- `Front_no_gates` - solid wall without opening
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+- `Front_gate` - wall with gate opening
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+- `Gate` - gate matching the opening
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+
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+Each of them can be activated or deactivated by enabling or disabling `PhysX Collider` and `Mesh` components. It is possible to obtain one of the following variants:
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+
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+1. Solid wall - enable `Front_no_gates`, disable the other 2
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+2. Open gate - enable `Front_gate`, disable the other 2
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+3. closed gate - enable `Front_gate` and `Gate`, disable `Front_no_gates`
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+
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+***Tip 3***
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+
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+Warehouses with open gates may be connected by placing them one after another.
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+
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+#### Visual quality
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+
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+***Tip 4***
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+
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+For best visual results when using the `WarehouseScene.prefab` it is advised to apply the following effects to the camera entity:
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+
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+- Bloom
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+- SSAO
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+- Deferred Fog
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+
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+A sample set of parameters can be seen in this image:
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+
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+
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+
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+***Tip 5***
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+
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+The `WarehouseScene.prefab` is equipped with 2 Reflection Probes, which can be found in: `Warehouse/Global_illumination/Reflection_Probe`. To work correctly, Reflection Probes require baked materials, thus are disabled by default. For a better visual experience, it is advised to enable them. To do so follow these steps:
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+
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+1. Open the `WarehouseScene.prefab`
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+2. Navigate to `Warehouse/Global_illumination` and locate 2 `Reflection_Probe` entities.
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+3. Select each of them, enable the `Reflection Probe` component, and click `Bake Reflection Probe`
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+
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