ModsUnityAssetBundles: Difference between revisions

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add natural resources
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:prefabs
:prefabs
==Specific hierarchies:==
==Specific hierarchies:==
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
BUILDINGS
BUILDINGS
:building_200
:building_200
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::Construction_L3 ''(under construction building #200 for level 3)''
::Construction_L3 ''(under construction building #200 for level 3)''


RESOURCES
FLORA
:resource_200
:flora_200
::Main'' (inclusion allows 360 random rotation)''


NATURAL RESOURCES
:naturalresources_200
::subasset_naturalresources_200_0 (mineable resource 1 to 2)
::subasset_naturalresources_200_1 (mineable resource 3 to 4)
::subasset_naturalresources_200_2 (mineable resource 5 to 6)
::subasset_naturalresources_200_3 (mineable resource 7 to 8)
::subasset_naturalresources_200_4 (mineable resource 9 to 10)


ANIMALS
PROJECTILES
:animal_200
:projectile_200


BOATS
RESOURCES
:boat_200
:resource_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
Line 87: Line 101:




FLORA
:flora_200
::Main'' (inclusion allows 360 random rotation)''




PROJECTILES
 
:projectile_200
 


==Example Hierarchy==
==Example Hierarchy==

Revision as of 16:21, 3 December 2022

The Colonists Unity asset bundle naming convention AND hierarchy
Note Read/Write should be enabled in Unity Import Settings on imported models. The custom_log.txt will typically contain an error similar to
Not allowed to access vertices on mesh 'xxx' (isReadable is false; Read/Write must be enabled in import settings)

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:

ASSETS

prefabs

Specific hierarchies:

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

BUILDINGS

building_200
Main_L1 (finished building #200 for level 1)
Production_L1 (contains animated object for production for level 1)
Construction_L1 (under construction building #200 for level 1)
Main_L2 (finished building #200 for level 2)
Production_L2 (contains animated object for production for level 2)
Construction_L2 (under construction building #200 for level 2)
Main_L3 (finished building #200 for level 3)
Production_L3 (contains animated object for production for level 3)
Construction_L3 (under construction building #200 for level 3)

FLORA

flora_200
Main (inclusion allows 360 random rotation)

NATURAL RESOURCES

naturalresources_200
subasset_naturalresources_200_0 (mineable resource 1 to 2)
subasset_naturalresources_200_1 (mineable resource 3 to 4)
subasset_naturalresources_200_2 (mineable resource 5 to 6)
subasset_naturalresources_200_3 (mineable resource 7 to 8)
subasset_naturalresources_200_4 (mineable resource 9 to 10)

PROJECTILES

projectile_200

RESOURCES

resource_200

STRUCTURES

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




Example Hierarchy

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, ModResources, ModFlora, ModNatural_Resources,ModBoats )

Animation:

See Building Specific hierarchies.
BUILDING

The animation name must end with "idle (e.g. Building200_Production_Idle)".
It can have either one of two process animations:
A) looped (ends with "processloop", e.g. Building200_Production_ProcessLoop)
B) whole length (ends with "processonce", e.g. Building200_Production_ProcessOnce)

PARTICLE EFFECTS

For particle effects you can add 1 or more systems to Production_L1

Example of Building animation in Unity: