ModsUnityAssetBundles: Difference between revisions
Jump to navigation
Jump to search
Stlnegril9 (talk | contribs) No edit summary |
Stlnegril9 (talk | contribs) No edit summary |
||
| Line 12: | Line 12: | ||
::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> | <br> | ||
: | : Decent settings for LOD %'s, with LOD bias at 0.5, for resources are | ||
{| class="wikitable" style="text-align: center" | |||
|100% | |||
|<p>← </p> | |||
|LOD0 | |||
|<p>→ </p> | |||
|7% | |||
|<p>← </p> | |||
|LOD1 | |||
|<p>→ </p> | |||
|2% | |||
|<p>← </p> | |||
|LOD2 | |||
|<p>→ </p> | |||
|0% | |||
|<p>← </p> | |||
|culled | |||
|} | |||
[[File:LOD_resource_levels_ChocolateExample.png]] | [[File:LOD_resource_levels_ChocolateExample.png]] | ||
: | : Other assets that appear less frequently might use | ||
{| class="wikitable" style="text-align: center" | |||
|100% | |||
|<p>← </p> | |||
|LOD0 | |||
|<p>→ </p> | |||
|2% | |||
|<p>← </p> | |||
|LOD1 | |||
|<p>→ </p> | |||
|0% | |||
|<p>← </p> | |||
|culled | |||
|} | |||
:"closest", i.e. highest detail, is LOD0. | :"closest", i.e. highest detail, is LOD0. | ||
Revision as of 18:15, 9 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.
- anyNameButNotNecessaryEmptyObject
- Decent settings for LOD %'s, with LOD bias at 0.5, for resources are
| 100% | ← |
LOD0 | → |
7% | ← |
LOD1 | → |
2% | ← |
LOD2 | → |
0% | ← |
culled |
- Other assets that appear less frequently might use
| 100% | ← |
LOD0 | → |
2% | ← |
LOD1 | → |
0% | ← |
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:
