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PROJECT JUNKER
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TEXT FILE LAST UPDATE: 31.8.2015
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> GAME OBJECTS
==========================================================================
> All game objects must be exported as a .FBX file.
> For ease of use, all objects should use the following naming convention:
"obj_XX.fbx" where "XX" is the name of the object.
E.g. "obj_cart.fbx"
> If there are two or more variations of an object, an alphabet prefix should be
used at the end of the object name.
******DO NOT USE NUMBERS as the ending prefix******
E.g. "obj_scaffold_A.fbx"
"obj_scaffold_B.fbx"
"obj_scaffold_C.fbx" etc....
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> CUSTOM MESHES
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> Custom-shaped meshes should be used for objects with complex shapes
for proper object collision in-game.
> ***ONLY use a custom mesh WHERE NECESSARY. If an object will be used simplistically,
an appropriate mesh should be assigned in Unity (e.g. Box Collider)
> All customn meshes must be exported as a .FBX file.
> All custom meshes must be placed in the "Custom Meshes" folder.
> All custom meshes should use the following naming convention:
"mesh_XX.fbx" where "XX" is the name of the object.
E.g. "mesh_cart.fbx"
> If there are two or more variations of a mesh, an alphabet prefix should be
at the end of the object name.
******DO NOT USE NUMBERS as the ending prefix******
E.g. "mesh_scaffold_A.fbx"
"mesh_scaffold_B.fbx"
"mesh_scaffold_C.fbx" etc....