ModsUnityAssetBundles: Difference between revisions

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BUILDINGS
BUILDINGS
:building_200
:building_200
::main_l1   ''(finished building #200 for level 1)''
::main_L1   ''(finished building #200 for level 1)''
::construction_L1 ''(under construction building #200 for level 1)''
::construction_L1 ''(under construction building #200 for level 1)''
::main_l2 ''(finished building #200 for level 2)''
::main_L2 ''(finished building #200 for level 2)''
::construction_L2 ''(under construction building #200 for level 2)''
::construction_L2 ''(under construction building #200 for level 2)''
::main_l3 ''(finished building #200 for level 3)''
::main_L3 ''(finished building #200 for level 3)''
::construction_L3 ''(under construction building #200 for level 3)''
::construction_L3 ''(under construction building #200 for level 3)''


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PROJECTILES
PROJECTILES
:projectile_200
:projectile_200
Example of Building hierarchy of assets and naming convention in Unity:<br>
[[File:Example Buidinghierarchy-Assets.png]]

Revision as of 16:34, 22 November 2021

The Colonists Unity asset bundle naming convention AND hierarchy


LOD (level of detail) and culling

(LOD can be automated and range can be changed in unity)
tip: using this naming convention and hierarchy in a 3d modelling that exports FBX.
When imported into Unity the LOD group is automatically created. E.g. for
anyNameButNotNecessaryEmptyObject
xyz1_lod0 (mesh object for LOD 0)
xyz1_lod1 (mesh object for LOD 1)
the prefab "xyz1" will be created w/ the 2 LODs under it.
Decent settings for LOD %'s are 100%(LOD0) 20%(LOD1) 12%(LOD2) 2%(culled)
"closest", i.e. highest detail, is LOD0.


General hierarchy is:

ASSETS

prefabs

Specific hierarchies:

BUILDINGS

building_200
main_L1 (finished building #200 for level 1)
construction_L1 (under construction building #200 for level 1)
main_L2 (finished building #200 for level 2)
construction_L2 (under construction building #200 for level 2)
main_L3 (finished building #200 for level 3)
construction_L3 (under construction building #200 for level 3)

RESOURCES

resource_200


ANIMALS

animal_200

BOATS

boat_200::
main (active state)
construction (construction state)
resourceholder (location for resource storage) empty gameobject is best
unitholder (location for the captainbot to stand) empty gameobject is best

STRUCTURES

subasset_treefieldtree_200
main: (base tree)
fruit (fruit object on tree when fully grown)
subasset_plantablefieldplantable_200
main


FLORA

flora_200
main (inclusion allows 360 random rotation)


PROJECTILES

projectile_200


Example of Building hierarchy of assets and naming convention in Unity: