ModsUnityAssetBundles: Difference between revisions

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==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 hierarchy in a 3d modelling that exports FBX.
<br>
:When imported into Unity the LOD group is automatically created. E.g. for
:TIP: Using the correct naming convention and hierarchy in a 3d modelling that exports an FBX file, when imported into Unity the LOD group is automatically created.
: E.g. for
::anyNameButNotNecessaryEmptyObject
::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.
<br>
: <p> Decent settings for LOD %'s for resources are 100% &larr; LOD0 &rarr; 7%  &larr; LOD1 &rarr; 3% &larr; LOD2 &rarr; 2% </p>
: <p> Decent settings for LOD %'s for resources are 100% &larr; LOD0 &rarr; 7%  &larr; LOD1 &rarr; 3% &larr; LOD2 &rarr; 2% </p>
:      <p> Other assets that appear less frequently might use 100%  &larr; LOD0 &rarr; 12%  &larr; LOD1 &rarr; 1% </p>
:      <p> Other assets that appear less frequently might use 100%  &larr; LOD0 &rarr; 12%  &larr; LOD1 &rarr; 1% </p>

Revision as of 16:04, 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 the correct naming convention and hierarchy in a 3d modelling that exports an FBX file, 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: