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  1. ======================================
  2. PROJECT JUNKER
  3. ======================================
  4. TEXT FILE LAST UPDATE: 1.9.2015
  5. ==========================================================================
  6. > CUSTOM MESHES
  7. ==========================================================================
  8. > Custom-shaped meshes should be used for objects with complex shapes
  9. for proper object collision in-game.
  10. > ***ONLY use a custom mesh WHERE NECESSARY. If an object will be used simplistically,
  11. an appropriate mesh should be assigned in Unity (e.g. Box Collider)
  12. > Due to Unity 5's changes, any mesh with vertices greater than 256 will not work.
  13. YOU MUST either reduce the number of vertices in a mesh OR cut the mesh into
  14. several parts then parent those parts to empty childs in Unity.
  15. Refer to this YouTube link for more details:
  16. https://www.youtube.com/watch?v=YJD05OFhyh8
  17. > All customn meshes must be exported as a .FBX file.
  18. > All custom meshes must be placed in the "Custom Meshes" folder.
  19. > All custom meshes should use the following naming convention:
  20. "mesh_XX.fbx" where "XX" is the name of the object.
  21. E.g. "mesh_cart.fbx"
  22. > If there are two or more variations of a mesh, an alphabet prefix should be
  23. at the end of the object name.
  24. ******DO NOT USE NUMBERS as the ending prefix******
  25. E.g. "mesh_scaffold_A.fbx"
  26. "mesh_scaffold_B.fbx"
  27. "mesh_scaffold_C.fbx" etc....