Global Settings

The GlobalSettings file describes a set of parameters used by all presets and modules, unless they are overwritten in individual preset/mode Settings files. Some of those parameters are defined in this file only. This of course doesn’t apply to mode-specific parameters, which are defined in a dedicated section of a Setting file.

File location:
KinectSandbox\KinectSandbox_Data\StreamingAssets\GlobalSettings.txt

Values in bold are recommended ones and can be used as a reference. They are set in the files by default. Values in [brackets] describe the possible range.

Description:

Language”:”en” – Language of the application [en, pl, pt]; you can add your own language definitions in localization.csv file in the same directory and use an abbreviation as the parameter value;

“Resolution”: {
“Width”: 1920,
“Height”: 1080

} – Main screen (projector) resolution in pixels [width 0-1920] [height 0-1200]; you should enter the actual resolution that is set on your projector; works best with 16:9 or 16:10 ratios;

“SavingPath”: “D:” – Location on the computer for terrain shape export files [D:, E:, F:, etc.]; if you want to save files on an external drive, set the value to a letter next to your hard drive (your drive – E:, external – F:);

“FlipUiOrientation”: false – Flipped orientation of user interface on the main screen [true; false]; often due to projector’s position it shows the picture upside down; this parameter discards the need for hardware changes which can be problematic;

//Notice: this doesn’t apply to the Settings Menu, which is always oriented the same as desktop.


The settings presented above are only available in the GlobalSettings file and are common for all presets/modules.


The settings presented below are defined in the GlobalSettings file, although they can be overwritten in an individual Settings file.

“TargetFPS”: 25 – Max FPS lock [1-60]; depending on your hardware; higher values will result in smoother projection but can cause freezing if GPU is overloaded;

“RefreshRate”: 1 – Kinect refresh rate for low processor resources [1 – 100%-fastest CPU consuming, 2 – 50%, 3 – 25%, 4 – 12,5%];

“TerrainBottomLevel”: -75.00 – Bottom level of the projected terrain (map or land in Paradise module) [(-)100.00-0.00]; notice negative value; smaller numbers (closer to 0.00) raise the terrain level;

“TerrainTopLevel”: -60.00 – Top level of the projected terrain (map or land in Paradise module) [(-)100.00-0.00]; notice negative value; smaller numbers (closer to 0.00) raise the terrain level;

Visualization of ‘Terrain Levels’



// Notice: ‘TerrainBottomLevel’ value has to be lower than ‘TerrainTopLevel’ – the number is higher, since the values are negative. If you want to squeeze the vertical scale, bring the values closer to each other.
It can sometimes happen that the default values are too small for a sandbox setup and no terrain is visible at all. In such case, lower the ‘Bottom Level’ value by 10 units or more and observe the results. It is easiest to do using Settings Menu inside the app.

“TerrainMinLevel”: -80.0 – The same parameter as ‘TerrainBottomLevel’ but applies to touchscreen height control only [(-)100.00-0.00]; We recommend using value aprox. 5 units smaller than “TerrainBottomLevel” to gain some margin.

“TerrainMaxLevel”: -55.0 – The same parameter as ‘TerrainTopLevel’ but applies to touchscreen height control only [(-)100.00-0.00]; We recommend using value aprox. 5 units larger than “TerrainTopLevel” to gain some margin.

Touchscreen UI view

// Notice: ‘TerrainMinLevel’ was set lower than ‘TerrainBottomLevel’ – this ensures there is a margin on the touch height control and full vertical scale is available. Same goes for ‘TerrainMaxLevel’ – value is higher than ‘TerrainTopLevel’

“Walls”: {
“Right”: 100,
“Left”: 440,
“Top”: 120,
“Bottom”: 310
}
– Borders of the projected area [(-)1000-1000]; each wall is set independently; increasing values moves borders from top to bottom, right to left; they are used to restrict the area of simulation to avoid scanning surrounding items that may cause glitches or for strictly aesthetic reasons, to cut the excess light from the projector; for best results each border should be set right at the edge of the sandbox; it is easiest to edit the values using Settings Menu inside the app, as the changes are instantly visible;

A wrong (left) and proper (right) borders setup from sideview

“WaterDropOffset”: 200 – Distance (in mm) above the top level (‘SandboxTopLevel’) of the sandbox, required to activate waterflow [0-500]; value set to 200 means you will have to raise your hand 200mm above the sandbox level to induce simulated rain; inputting a higher value will result in restricting the area of waterflow activation, due to Kinect sensor’s pyramid-like field of view;

“SandboxTopLevel”: 1200 – Distance from the Kinect sensor (in mm), treated as the top level of the physical sandbox [500-2500]; anything closer to the sensor is cut out; pay close attention to this parameter, as it is crucial in a proper setup of your device; measure the distance between Kinect and top edge of the sandbox (in case you are using a lot of sand and it sticks above the top edge, treat it as the top edge instead) and subtract 50mm – input the resulting number as the value;

“SandboxBottomLevel”: 1500 – Distance from the sensor (in mm), treated as the bottom level of the physical sandbox[500-2500]; anything farther from the sensor is cut out; pay close attention to this parameter, as it is crucial in a proper setup of your device; measure the distance between Kinect and bottom edge of the sandbox and add 50mm – input the resulting number as the value;

top-bottom-levels
Sandbox levels graphic representation

// Notice: the last three parameters refer to actual physical values and will pretty much define the performance of your device. A typical problem is when ‘Sandbox Top/Bottom Levels’ values do not match the actual setup dimensions. This can cause the simulation to glitch. The ‘Water Drop Offset’ parameter will dictate how easy it is to cause waterflow and how often will it happen unintentionally.

Typical glitches caused by wrong ‘Sandbox Levels’