ModsUnityAssetBundles: Difference between revisions

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:::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 for resources are 100% <-- LOD0 --> 7%  <-- LOD1 --> 3% <-- LOD2 --> 2%
: <p> Decent settings for LOD %'s for resources are 100% &larr; LOD0 &rarr; 7%  &larr; LOD1 &rarr; 3% &larr; LOD2 &rarr; 2% </p>
:      Other assets that appear less frequently might use 100% <-- LOD0 --> 12% <-- LOD1 -->  1%
:      <p> Other assets that appear less frequently might use 100% &larr; LOD0 &rarr; 12% &larr; LOD1 &rarr; 1% </p>
:"closest", i.e. highest detail, is LOD0.
:"closest", i.e. highest detail, is LOD0.



Revision as of 15:58, 8 January 2022

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 for resources are 100% ← LOD0 → 7% ← LOD1 → 3% ← LOD2 → 2%

Other assets that appear less frequently might use 100% ← LOD0 → 12% ← LOD1 → 1%

"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: