ModsUnityAssetBundles: Difference between revisions
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Stlnegril9 (talk | contribs) add natural resources |
Stlnegril9 (talk | contribs) add Building Rubble and Burning info |
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BUILDINGS | BUILDINGS | ||
:building_200 | :building_200 | ||
::Construction_L1 ''(under construction building #200 for level 1)'' | |||
::Main_L1 ''(finished building #200 for level 1)'' | ::Main_L1 ''(finished building #200 for level 1)'' | ||
::: | :::Main_Burn''(object for main burn particle effects when territory lost for level 1)'' | ||
:: | :::Production ''(contains animated object for production for level 1)'' | ||
:: | ::Rubble_L1 ''(Rubble for when territory lost for level 1)'' | ||
::: | :::Rubble_Burn''(object for ruble burn particle effects when territory lost for level 1)'' | ||
::Construction_L2 | ::Construction_L2 | ||
::Main_L3 | ::Main_L2 | ||
::: | :::Main_Burn | ||
:: | :::Production | ||
::Rubble_L2 | |||
:::Rubble_Burn | |||
::Construction_L3 | |||
::Main_L3 | |||
:::Main_Burn | |||
:::Production | |||
::Rubble_L3 | |||
:::Rubble_Burn | |||
FLORA | FLORA | ||
Revision as of 19:45, 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.
- anyNameButNotNecessaryEmptyObject
- 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
- Construction_L1 (under construction building #200 for level 1)
- Main_L1 (finished building #200 for level 1)
- Main_Burn(object for main burn particle effects when territory lost for level 1)
- Production (contains animated object for production for level 1)
- Rubble_L1 (Rubble for when territory lost for level 1)
- Rubble_Burn(object for ruble burn particle effects when territory lost for level 1)
- Construction_L2
- Main_L2
- Main_Burn
- Production
- Rubble_L2
- Rubble_Burn
- Construction_L3
- Main_L3
- Main_Burn
- Production
- Rubble_L3
- Rubble_Burn
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)
- A) looped (ends with "processloop", e.g. Building200_Production_ProcessLoop)
PARTICLE EFFECTS
- For particle effects you can add 1 or more systems to Production_L1

