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Stlnegril9 (talk | contribs) Created page with "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..." |
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The Colonists Unity asset bundle naming convention | 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 | :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_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) | : 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.
- anyNameButNotNecessaryEmptyObject
- 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