ModsUnityAssetBundles: Difference between revisions
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Stlnegril9 (talk | contribs) possible upper case requirements |
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BUILDINGS | BUILDINGS | ||
:building_200 | :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 | RESOURCES | ||
| Line 36: | Line 36: | ||
BOATS | BOATS | ||
:boat_200:: | :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 | STRUCTURES | ||
:subasset_treefieldtree_200 | :subasset_treefieldtree_200 | ||
:: | ::Main: ''(base tree)'' | ||
:: | ::Fruit ''(fruit object on tree when fully grown)'' | ||
:subasset_plantablefieldplantable_200 | :subasset_plantablefieldplantable_200 | ||
:: | ::Main | ||
FLORA | FLORA | ||
:flora_200 | :flora_200 | ||
:: | ::Main'' (inclusion allows 360 random rotation)'' | ||
Revision as of 23:34, 31 December 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.
- anyNameButNotNecessaryEmptyObject
- 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: