The Predictive menu offers an access to all the main Predictive Unity functionalities :
Game Overlay : all the functionalities referring to the engine overlay, see the Interface Overview for more details on the overlay workflow,
Overlay/Enabled : enables/disables the OMEN overlay in the Game view when the application is on,
Overlay/Cluster Mode : enables/disables the GPU cluster when using the OMEN overlay, see the Multi GPU section for more details,
Overlay/Interactive Settings : opens a window to access all interactive settings for the OMEN overlay, see the Runtime scene edition section for more details,
Overlay/Reload : **Play mode only** reloads the OMEN scene for the overlay, see the Runtime scene edition section for more details,
Overlay/Save Simulation : **Play mode only** saves the current render from the OMEN overlay, see the Outputs section for more details,
Batch Render : open the Batch Renderer window, see the Outputs section for more details,
Engine View : opens the OMEN renderer window, see the Interface Overview for more details on the renderer view workflow,
Material Editor : opens the Predictive Material edition window, see the Materials section for more details,
Prepare Materials for Build : when building an application using OMEN for Unity, some elements in the scenes (the materials especially) require a specific preprocess, this menu calls all required preprocesses, see the Deployment section for more details,
Import : imports OMEN standalone elements into the Unity project, see the Import section for more details,
Export Scene : exports the current scene to a *.unitypackage file or an OMEN standalone folder, see the Deployment section for more details,
Download : downloads demo scenes, see the Demos section for more details,
Help : opens this documentation,
Preferences... : open the OMEN preferences, see sections bellow,
The General preferences gather information on the Predictive Unity package that is currently used in the project, the Predictive Engine application that is installed on the machine, and the license currently activated.
If you did not install Predictive Engine at its default path, you can define the installation path in this section.
You can download the recommended Predictive Engine version for your Predictive Unity package via the "Download ∽Engine XX.XX.XX" button.
You can activate your license via the "Activate New License" button.
You can choose which devices are used by Predictive Engine in the Graphics Device section. If you have unsupported graphics devices on your machine, this is where you can disable them for Predictive Engine.
The Interface section offers some options on how the Predictive Unity interface works :
General :
Expert Mode : activates more advanced options in the interface, see the Expert Mode section for more details,
Auto Reload : if true, the Predictive Engine scene will be automatically reloaded when a change is detected in the Unity scene (interactive changes don't require a scene reload and won't be affected by this option),
Default Export Folder : the folder in which simulations saved using keyboard shortcuts will be stored. If the path is empty, the simulations will be saved in the UVR temporary files : "Assets/UVR/TempFiles/Renders",
Refresh Rate : defines how often the Predictive Engine simulation is updated on screen. This is only an interface option and it does not affect the actual Predictive Engine renderer : the renderer is continuously computing the simulation in the background. If the refresh rate is set to 0, the render will be updated at the maximum rate possible,
Custom Hierarchy icons : defines whether custom icons are used in the hierarchy to represent cameras, geometries, lights and environments,
Verbose :
Verbose Language : defines the preferred verbose language,
Full Debug Verbose : activates/deactivates the verbose mode for Predictive Engine,
Overlay :
Limit to one render at a time : if true, only one of the cameras enabled in the scene will be loaded for Predictive Engine, this option may be hidden if your license does not support Stereo and Multi-views,
Notify unloaded cameras : if true, a notification will appear on each camera that is not loaded for Predictive Engine,
Pause ∽Engine on Unity Pause : if true, the Predictive Engine renderer will be paused/resumed when the Unity application is paused/resumed,
Overlay Mode : defines when the overlay is displayed on screen, depending on the selected mode, additional fields can be displayed bellow, see the Runtime scene edition section for more details,
Renderer Window :
Export false color scale with renders : if true, when computing a simulation in false colors, the false color scale will be saved with the simulation.
The Deployment section offers some options on how the deployment of applications with Predictive Unity works :
The "Deploy ∽Engine with the Application" toggle defines whether the Predictive Engine renderer should be deployed with the Application, see the Deployment section for more details,
The Predictive Engine scenes require a few additional settings that you cannot define within the default Unity scenes. You can define these settings by placing a Scene Settings component anywhere in your scene : see the Scenes section for more details.
If you did not place an UVR Scene Settings component in your scene, default settings will be used. These default settings can be defined in the Default Settings section of the preferences. See the Scenes section for more details on the settings.
The Default Settings section offers some generic options for all the materials, lights and spectrums in your project :
The Materials/Double Sided option defines whether materials should be applied on both sides of a surface or only on the face pointed by the normal : see the Geometries section for more details,
The Area Lights/Emit on both sides option defines whether area lights emit from both sides of the geometry or only in the direction defined by the Unity light,
The Area Lights/Default Material option defines which material is used on area lights defined without a "Mesh Renderer" component,
The Spectrums/Preview Illuminant option defines which illuminant is used for the preview color of materials' spectrums : see the Spectrums section for more details on spectrums,
The Spectrums/Interpolation Method defines how materials' spectrums are computed inside the definition range : see the Spectrums section for more details on spectrums,
The Spectrums/Extrapolation Method defines how materials' spectrums are computed outside the definition range : see the Spectrums section for more details on spectrums.
Cameras in Predictive Engine require additional settings that you cannot define with the default Unity "Camera" component. You can define these settings with an UVR Camera Settings component : see the Sensors section for more details.
If you did not add the UVR Camera Settings component to an active camera in the scene, default settings will be used. These default settings can be defined in the Default Settings section of the preferences. See the Sensors section for more details on the settings.
If you have a cluster of GPU cards on a remote machine, you can use it to run Predictive Engine.
The cluster is defined by its IP address and a list of available ports.
the “IP Address” is the address of the cluster,
the “Ports” are all the available ports on your cluster. There should be at least one for each camera in your scene.
You can also define a default assets path : this is the folder where you store all your assets, *.osf and *.ors file paths will be given relative to this folder (see the Multi GPU section for more details).
the “Assets Path” is the base path of every assets stored in the cluster : it is the folder where you exported the Predictive Engine standalone scene.
At the moment, the GPU cluster mode is only available when using the engine overlay. The cluster cannot be used from Unity in the engine view or for the batch renderer.
The profiler section contains the list of all processes currently rendering. See the Troubleshooting section for details on the details of each process.