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What this is for

Normally a map exists because a robot drove around and built one. Generate from scene goes the other way: it turns the walls, shelves and floors you placed in the editor into the same kind of 2D occupancy grid, without a robot and without a mapping run. Use it to plan routes in a site you have modelled but not yet visited, to give a robot something to localize against on its first run, or to compare against a real SLAM map of the same building. Find it under Maps in the right panel in Edit, after laying out the site. The Simulation panel focuses on simulation settings and sensor previews.

Step-over height

The most important setting, and the one that makes the map robot-specific. A 6 cm cable rail across the floor is an obstacle for a wheeled AMR and a non-event for a quadruped that simply steps over it. So the map is not a property of the environment alone — it depends on which robot is driving. Step-over height is the clearance below which objects are left out of the grid. Pick a robot from the dropdown and it fills the field in: from that robot’s own declared dimensions if it has them, otherwise from a default shared by every robot of that type. The field says which, so check it against the real machine when it is the shared default. Override it if you want. Robot height does the same at the top end, so ceilings and overhead gantries the robot passes under are left out too. Both fields are under Advanced. Because the map depends on the robot, generating for a second robot with a different clearance creates a second map rather than replacing the first. Regenerating for the same robot replaces its map in place.

Nothing is dropped silently

Objects left out of the grid are still reported. After generating you get a list of what was stepped over and what was passed under, with heights — so a clear corridor on the map is always explicable. Anything else worth knowing about the result appears there too: a doorway that did not cut through its wall, objects that fell outside the map area, a scene mapped without a floor, or a map that was not made the environment’s navigation reference because an existing alignment would have been overwritten.

Preview before you commit

The preview updates as you change the settings and stores nothing. Lower the step-over height and the floor rails reappear; raise it and they vanish. Generate only once it looks right.

What you get

An ordinary occupancy grid, marked Generated in the map list so it is never mistaken for a surveyed one. It shows in the 3D scene like any other map, and it becomes the environment’s navigation reference so waypoints line up with it without any manual alignment. If you had already aligned a real SLAM map by hand, that alignment is left alone and you are told so. Doors and windows placed as openings are cut out of the walls they sit in, so routes can pass through them.

Requirements

  • The environment needs some geometry to rasterize. With nothing to bound a map with, generation is refused.
  • A floor (a ground or terrain object) is recommended but not required. Without one the map assumes open ground — the same floor the simulator adds — and says so. That is fine in simulation and optimistic on a real site, which has boundaries the model does not.
  • Aerial robots are not supported: a flat floor slice cannot describe what a drone flies over or under.