Semantic segmentation mock only on layer 8

Include the following details (edit as applicable):

  • Issue category: Semantic Segmentation
  • Device type & OS version: Android
  • Host machine & OS version: Windows
  • Issue Environment : Unity Mock
  • Xcode version: NA
  • ARDK version: 2.0
  • Unity version: 2021.3.5f1

Description of the issue:
I cannot use semantic segmentation (template scenes) when ARDK_MockWorld is on layer 6. This HAS to be on layer 8.
This can be really problematic for bigger existing games transferring to lightship. I suggest to cache this variable at start instead of locking it to the 8th layer

Hi Dylan,

We tested setting ARDK_MockWorld to various user layers in both the ARDK example scene titled “SemanticSegmentation”, as well as with the scene created during the “Tutorial: Basic Semantics” guide in the Lightship documentation found here. However, we were unable to reproduce the issue of requiring use of layer 6.

Can you confirm that the mock environment prefab you’ve chosen (we tested with the ParkPond prefab) and its child objects are assigned to the ARDK_MockWorld layer of your choosing after naming the layer in the Tags & Layers Unity window?

I used an exterior environment. The tags were properly setup. You could find more info and screenshots on my discord thread about the issue.
Also, it did not work for me on layer 6, but did on 8

To clarify, the ARDK_MockWorld layer is not required to be on layer 8. You may define ARDK_MockWorld in an arbitrary layer number of your choice. If you do, you will need to update the mock environment prefab you’re using with Virtual Studio by changing the prefab’s layer (and its children’s layers) to the ARDK_MockWorld layer you’ve defined.

The following sample image demonstrates this technique by assigning the ExteriorScene prefab to the ARDK_MockWorld layer, which was defined on layer 15 in this sample project.


If you do not define any layer as ARDK_MockWorld within Unity’s Tags & Layers window, then starting with layer 8, ARDK will assign the first available empty layer to become the ARDK_MockWorld layer. By default, the mock environment prefabs are assigned to an empty layer 8 in order to account for this.

This process isn’t well defined in the current iteration of the documentation, so thank you for bringing this to our attention! This functionality is outlined in a previous edition of our video tutorial content, found here. We’re seeking to improve this feature and its documentation in future releases of ARDK.

I did change the layer of the prefab, but still had the issue. It only went away when changing the layer