- ======================================
- PROJECT JUNKER
- ======================================
- TEXT FILE LAST UPDATE: 1.9.2015
-
-
- ==========================================================================
- > 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)
-
- > Due to Unity 5's changes, any mesh with vertices greater than 256 will not work.
- YOU MUST either reduce the number of vertices in a mesh OR cut the mesh into
- several parts then parent those parts to empty childs in Unity.
-
- Refer to this YouTube link for more details:
- https://www.youtube.com/watch?v=YJD05OFhyh8
-
-
-
- > 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....
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