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




==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)
:tip: using this naming convention and heiarchy in a 3d modelling that exports FBX, when imported into Unity the LOD group is automatically created. E.g. for
:tip: using this naming convention and hierarchy in a 3d modelling that exports FBX.
::anyName_butNotNecessaryEmptyObject
:When imported into Unity the LOD group is automatically created. E.g. for
::anyNameButNotNecessaryEmptyObject
:::xyz1_lod0 ''(mesh object for LOD 0)''
:::xyz1_lod0 ''(mesh object for LOD 0)''
:::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 are 100%(LOD0), 15%??(LOD1), 6%?? (culled)
: Decent settings for LOD %'s are 100%(LOD0) 20%(LOD1) 12%(LOD2) 2%(culled)
:"closest", i.e. highest detail, is LOD0.





Revision as of 16:24, 22 November 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.
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