1. Select your project's `ScriptableRenderer` asset and open the inspector window. In most projects it is located at `Assets/Settings/ForwardRenderer.asset`.
## Step 3: Create a new scene and camera
3. Select the Main Camera and reset the Position transform to 0
3. Select the Main Camera and reset the Position transform to 0
1. In the inspector panel of the main camera select Add Component
2. Add a **Perception Camera** component
1. In the inspector panel of the main camera select Add Component
2. Add a **Perception Camera** component
1. Create a cube by right-clicking in the Hierarchy window, select 3D Object -> Cube
1. Create 2 more cubes this way
1. Change the names of the cubes to Cube, Box, and Crate
1. Position the Cubes in front of the main Camera
1. Create a cube by right-clicking in the Hierarchy window, select 3D Object -> Cube
2. Create 2 more cubes this way
3. Change the names of the cubes to Cube, Box, and Crate
4. Position the Cubes in front of the main Camera
1. On each cube, from the inspector panel add a **Labeling** component
1. Click the **+**
2. In the text field add the name of the object i.e Crate. This will be the label used in the semantic segmentation images
2. In the Project panel right click -> Perception -> Labeling Configuration
3. Select the new **Labeling Configuration**
1. Click the **+**
2. In the label text field add the same text that the Label script contains on the objects created in the scene (i.e Cube, Box, Crate)
3. Add a numerical value to the value field
1. In the Project panel right click -> Perception -> Labeling Configuration
1. Select the new **Labeling Configuration**
1. Click the **+**
2. In the label text field add the same text that the Label script contains on the objects created in the scene (i.e Cube, Box, Crate)
3. Add a numerical value to the value field
Make sure the labels all have different values, for this example use increments of 10,000 to ensure they show up as very distinct colors in the segmentation images
Make sure the labels all have different values, for this example use increments of 10,000 to ensure they show up as very distinct colors in the segmentation images
1. Select the Main Camera in the Hierarchy panel
1. In the Perception Camera attach the Labeling Configuration created in previous step
1. Select the Main Camera in the Hierarchy panel
2. In the Perception Camera attach the Labeling Configuration created in previous step
>Example file path on a Windows PC : `C:/Users/<User Name>/AppData/LocalLow/DefaultCompany/UnityTestFramework\2e10ec21-9d97-4cee-b5a2-7e95e299afa4\RGB18f61842-ef8d-4b31-acb5-cb1da36fb7b1`
> Example file path on a Windows PC : `C:/Users/<User Name>/AppData/LocalLow/DefaultCompany/UnityTestFramework\2e10ec21-9d97-4cee-b5a2-7e95e299afa4\RGB18f61842-ef8d-4b31-acb5-cb1da36fb7b1`
- RGB captures
- Semantic segmentation images
- Logs
- JSON dataset
- RGB captures
- Semantic segmentation images
- Logs
- JSON dataset
<imgsrc="images/rgb_2.png"align="middle"/>
_RGB image_
_Example semantic segmentation image_
_Example semantic segmentation image_
## Optional Step: Realtime visualization of labelers
The perception package now comes with the ability to show realtime results of the labeler in the scene. To enable this capability:
<imgsrc="images/visualized.png"align="middle"/>
_Example of perception running with show visualizations on_
1. To use the visualizer, verify that *Show Visualizations* is checked on in the Inspector pane. This turns on the built in labelers which includes segmentation data, 2D bounding boxes, pixel and object counts.
2. Turning on the visualizer creates new UI controls in the editor's game view. These controls allow you to atomically control each of the individual visualizers. Each individual can be turned on/off on their own. Some visualizers also include controls to change their output.
<imgsrc="images/controls.gif"align="middle"/>
_Visualization controls in action_
***Important Note:*** The perception package takes advantage of asynchronous processing to ensure reasonable frame rates of a scene. A side effect of realtime visualization is that the labelers have to be applied to the capture in its actual frame, which will potentially adversely affect the scene's framerate.