ModsUnityAssetBundles: Difference between revisions

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The Colonists Unity asset bundle naming convention AND hierarchy
The Colonists Unity asset bundle naming convention AND hierarchy
 
<br>
Note that Read/Write should be enabled in Unity Import Settings on imported models.


==LOD (level of detail) and culling==
==LOD (level of detail) and culling==
:(LOD can be automated and range can be changed in unity)
:(LOD can be automated and range can be changed in unity)
<br>
<br>
:TIP: Using the correct naming convention and hierarchy in a 3d modelling that exports an FBX file, when imported into Unity the LOD group is automatically created.
:TIP: If the correct naming convention and hierarchy are used in a 3d modelling program that exports an FBX file, the LOD group is automatically created when imported into Unity .
: E.g. for
: E.g. for
::anyNameButNotNecessaryEmptyObject
::anyNameButNotNecessaryEmptyObject
Line 68: Line 69:


BOATS
BOATS
:boat_200::
:boat_200
::Main  ''(active state)''
::Main  ''(active state)''
::Construction  ''(construction state)''
::Construction  ''(construction state)''
Line 93: Line 94:
Example of Building hierarchy of assets and naming convention in Unity:<br>
Example of Building hierarchy of assets and naming convention in Unity:<br>
[[File:Example Buidinghierarchy-Assets.png]]
[[File:Example Buidinghierarchy-Assets.png]]
==Colliders:==
See specific Asset page for information on colliders to include in assets (e.g. [[ModBuildings]] )

Revision as of 16:17, 18 January 2022

The Colonists Unity asset bundle naming convention AND hierarchy
Note that Read/Write should be enabled in Unity Import Settings on imported models.

LOD (level of detail) and culling

(LOD can be automated and range can be changed in unity)


TIP: If the correct naming convention and hierarchy are used in a 3d modelling program that exports an FBX file, the LOD group is automatically created when imported into Unity .
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, with LOD bias at 0.5, for resources are
100%

←

LOD0

→

7%

←

LOD1

→

2%

←

LOD2

→

0%

←

culled

Other assets that appear less frequently might use
100%

←

LOD0

→

2%

←

LOD1

→

0%

←

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:

Colliders:

See specific Asset page for information on colliders to include in assets (e.g. ModBuildings )