ModsUnityAssetBundles: Difference between revisions

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Add link to Unity Package for building asset bundles
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Example of Building animation in Unity:<br>
Example of Building animation in Unity:<br>
[[File:UnityCodeExample_3D_Animation.png]]
[[File:UnityCodeExample_3D_Animation.png]]
==Unity Package - Asset Bundle builder:==
A Unity Package to help build asset bundles for mods for The Colonists is available and can be found here, along with instructions:<br>
[https://github.com/codebyfire/colonists-mod-asset-bundle-builder Unity Package - Asset Bundle builder]

Revision as of 20:07, 27 December 2022

The Colonists Unity asset bundle naming convention AND hierarchy
Note Read/Write should be enabled in Unity Import Settings on imported models (on the model tab).
If it is not, the custom_log.txt will typically contain an error similar to
Not allowed to access vertices on mesh 'xxx' (isReadable is false; Read/Write must be enabled in import settings)

LOD (level of detail) and culling

General guidelines for model size (by number of vertices) and when to use LOD to improve game performance can be surmised by comparing to the Chocolate Factory (a fairly detailed building) that has ~3,000 vertices.
A building that would occur infrequently like a monument with 15,000 vertices should not have performance issues, but a building with 10 instances at 15,000 vertices might.
Using a LOD with far fewer vertices for views far away from the building (zoomed out) would be a good compromise.
Objects that can have many instances in game (e.g. resources, flora, or animals) should limit vertices for better performance.
For comparison, L1 Energy model has 354 vertices when zoomed in (LOD 0) and drops to 158 vertices when zoomed out (LOD 1).

(LOD can be automated and range can be changed in unity)


TIP: If the correct naming convention and hierarchy are used in a 3d modelling program that exports an FBX file, the LOD group is automatically created when imported into Unity .
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, 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:

ASSETS

prefabs

Specific hierarchies:

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

BUILDINGS

building_200
Construction_L1 (under construction building #200 for level 1)
Main_Burn (object for construction burn particle effects, fire, when territory lost for level 1)
Main_L1 (finished building #200 for level 1)
Main_Burn (object for main burn particle effects, fire, when territory lost for level 1)
Production (contains animated object for production for level 1)
Rubble_L1 (Rubble for when territory lost for level 1)
Rubble_Burn (object for rubble burn particle effects, smoke, when territory lost for level 1)
Construction_L2
Main_Burn
Main_L2
Main_Burn
Production
Rubble_L2
Rubble_Burn
Construction_L3
Main_Burn
Main_L3
Main_Burn
Production
Rubble_L3
Rubble_Burn
  • Note any object ending with "_Burn" will have burn particles applied when the building burns.

FLORA

flora_200
Main (inclusion allows 360 random rotation)

NATURAL RESOURCES

naturalresources_200
subasset_naturalresources_200_0 (mineable resource 1 to 2)
subasset_naturalresources_200_1 (mineable resource 3 to 4)
subasset_naturalresources_200_2 (mineable resource 5 to 6)
subasset_naturalresources_200_3 (mineable resource 7 to 8)
subasset_naturalresources_200_4 (mineable resource 9 to 10)

PROJECTILES

projectile_200

RESOURCES

resource_200

STRUCTURES

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




Example Hierarchy

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

Colliders:

See specific Asset page for information on colliders to include in assets (e.g. ModBuildings, ModResources, ModFlora, ModNatural_Resources,ModBoats )

Animation:

Also see Building Specific hierarchies.
BUILDING PRODUCTION ANIMATION

Animations can be added to the Production object and the name must end with "idle" (e.g. Building200_Production_Idle).
It can have either one of two process animations (wrap modes):
A) looped (name ends with "processloop", e.g. Building200_Production_ProcessLoop)
B) whole length (name ends with "processonce", e.g. Building200_Production_ProcessOnce)
Note that animations that plug into existing behaviours, like production buildings, will need to be marked legacy in Unity.

BUILDING PARTICLE EFFECTS

For particle effects you can add 1 or more Particle Systems to the Production_Lx object, where "x" = the building level.

Example of Building animation in Unity:

Unity Package - Asset Bundle builder:

A Unity Package to help build asset bundles for mods for The Colonists is available and can be found here, along with instructions:
Unity Package - Asset Bundle builder