ModsUnityAssetBundles: Difference between revisions
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:::xyz1_lod1 ''(mesh object for LOD 1)'' | :::xyz1_lod1 ''(mesh object for LOD 1)'' | ||
::the prefab "xyz1" will be created w/ the 2 LODs under it. | ::the prefab "xyz1" will be created w/ the 2 LODs under it. | ||
: Decent settings for LOD %'s for resources are 100% | : <p> Decent settings for LOD %'s for resources are 100% ← LOD0 → 7% ← LOD1 → 3% ← LOD2 → 2% </p> | ||
: Other assets that appear less frequently might use | : <p> Other assets that appear less frequently might use 100% ← LOD0 → 12% ← LOD1 → 1% </p> | ||
:"closest", i.e. highest detail, is LOD0. | :"closest", i.e. highest detail, is LOD0. | ||
Revision as of 15:58, 8 January 2022
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 for resources are 100% ← LOD0 → 7% ← LOD1 → 3% ← LOD2 → 2%
Other assets that appear less frequently might use 100% ← LOD0 → 12% ← LOD1 → 1%
- "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: