ModsUnityAssetBundles: Difference between revisions

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possible upper case requirements
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BUILDINGS
BUILDINGS
:building_200
:building_200
::main_L1   ''(finished building #200 for level 1)''
::Main_L1   ''(finished building #200 for level 1)''
::construction_L1 ''(under construction building #200 for level 1)''
::Construction_L1 ''(under construction building #200 for level 1)''
::main_L2 ''(finished building #200 for level 2)''
::Main_L2 ''(finished building #200 for level 2)''
::construction_L2 ''(under construction building #200 for level 2)''
::Construction_L2 ''(under construction building #200 for level 2)''
::main_L3 ''(finished building #200 for level 3)''
::Main_L3 ''(finished building #200 for level 3)''
::construction_L3 ''(under construction building #200 for level 3)''
::Construction_L3 ''(under construction building #200 for level 3)''


RESOURCES
RESOURCES
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BOATS
BOATS
:boat_200::
:boat_200::
::main ''(active state)''
::Main ''(active state)''
::construction ''(construction state)''
::Construction ''(construction state)''
::resourceholder ''(location for resource storage)''  empty gameobject is best
::Resourceholder ''(location for resource storage)''  empty gameobject is best
::unitholder ''(location for the captainbot to stand)''  empty gameobject is best
::Unitholder ''(location for the captainbot to stand)''  empty gameobject is best


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




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





Revision as of 23:34, 31 December 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


Example of Building hierarchy of assets and naming convention in Unity: