• Unity Simulation
  • Author a Simulation
    • Navigating Unity
    • Install the authoring tools
      • Migrate from ROS-TCP-Connector to Simulation-ROS-Integrations
    • Communicating with external processes
      • Publisher/Subscriber convenience classes
      • Implementing an IMessage
      • DummyConnection
      • Message Types
    • Clock Management
      • Background
      • Usage Guide
    • Create a vehicle model
      • Manually create a vehicle model
      • Import a vehicle model
      • Use a predefined vehicle model
      • Use the TFBroadcaster
    • Control a vehicle model
      • Set up a differential-drive controller
      • Set up an Ackermann controller
      • Set up a three-wheel controller
      • Set up a mast/elevator controller
      • Create a custom controller
      • Modifying simulation parameters
      • Sample demo scenes
    • Set up sensors
      • Configure an IMU
      • Configure a LiDAR
        • Use advanced lidar features
      • Configure a depth camera
      • Configure an RGB camera
      • Configure a fisheye camera
      • Configure a Time of Flight sensor
      • Use a Prebuilt sensor
        • Use a Prebuilt LiDAR
        • Use a Prebuilt camera
      • Calibrate a camera
      • Create a custom sensor
      • Visualize sensor data
      • Save sensor images to disk
      • Save point clouds to disk
      • Use the TFBroadcaster with Sensors
      • Create a standalone build
      • Using distributed rendering
      • Migrate from SensorSDK to USP Sensors
    • Set up data logging
    • Working with Coordinate Spaces
  • Build your Simulation
    • Create Simulation builds
      • 1. Install the USP Installer package
      • 2. Install Linux Headless Simulation build target
      • 3. Create the LHS player build
  • Deploy your Simulation
    • Deploy a simulation
      • Deploy locally to run individual tests and visualizations
      • Deploy to servers for continuous integration testing
    • Containerizing LHS player builds
    • Optimizing the deployment with Distributed Rendering
      • Install Distributed Rendering
      • Set up Distributed Rendering in a project
      • Run a simulation with Distributed Rendering
      • Quickstart Guide for Sensors
      • Synchronize custom data between the server and clients
      • Stream data to an external process
      • Pause and resume a simulation
      • Instantiate Gameobjects at Runtime
      • Best practices and troubleshooting