|
|
- ======================================
- PROJECT JUNKER
- ======================================
- TEXT FILE LAST UPDATE: 31.8.2015
-
-
-
- ==========================================================================
- > 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....
-
-
- ==========================================================================
- > CUSTOM MESHES
- ==========================================================================
-
- > 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....
|