---
title: WebUI
slug: ncam-reality/webui
docTags: 
createdAt: 2021-07-08T23:19:40.000Z
---

Alignments are principally generated via a series of wizards.

Each wizard offers a different approach to generating an alignment, depending on the use case, some approaches will be more applicable than others

::Image[]{src="https://api.archbee.com/api/optimize/Qn0sdcVrDcDbwMFmH0oYn/MCMkziu0ZH84YxjKwGGLg_alignmentoptions.png" size="86" width="1056" height="802" caption="Alignment options" position="center" showCaption="true"}

The alignment options can be reached by the following methods:

1. Selecting the "**Align World**" Option from the actions menu
2. Selecting the "**Setup Tracking**" Option from the actions menu then Choosing "**Create World Alignment**" On the subsequent page

A summary of each alignment is provided below

## Rig On Wheels

This technique requests that the camera is moved at a fixed height around the tracking area, the information gathered from this movement calculates a very accurate estimate of the floor plane

## Floor Alignment

This approach calculates the floor plane by using the tracking points detected on the ground. To work well it requires a flat, textured floor.

Having a sloped floor or a floor with lots of objects of different heights on it will not work well

## Ceiling Alignment

Similar to the Floor alignment, but utilizes the ceiling instead

## Fiducial Alignment

Uses the Registration object pattern to place the zero point on the marker

## Camera Height Only

The accelerometer inside the camera bar is used to determine the floor plane.  Following this a manual measurement is made from the floor to the camera bar to offset the camera position.

:::hint{type="info"}
It's important the camera is stationary when using this method, the accelerometer is more likely to give poor results if the camera is moving&#x20;
:::

## Manual Mode

Sets the zero point to a manually selected tracking point, with further manual offsets made available, this method is similar to the technique traditionally used in the Full UI

