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NOTE 1: "MainLevel" scene made un Unity 5, ver.5.1.3f1

NOTE 2: If you require me to revert my Unity version and save the scene for v5.1.2f1 compatibility, let me know ASAP.

+ Created a new Unity scene named "MainLevel.unity" in the Scenes folder.
  (All prefab objects are in this scene.)

+ Most of the essential structures in the level have been set up.
  More props for purely aesthetic will be added later.

+ MainLevel scene uses "InputManager.asset" downloaded via Facebook chat on 29.8.15

+ Added objects from original Maya scaffold scene as seperate objects for prefab use.
+ Created a new folder named "Custom Meshes". Contains meshes for appropriate collision for certain objects
+ Added README text files to the following folders: Objects, Textures, ToonShading.
 (Certain README text files contain specific information including naming conventions. Please read for more info.)

KNOWN ISSUES:
- Interactable objects with the "moveable" tag and using a Mesh Collider have no effect on the magnet rods.
  When using a default RigidBody on such objects, the following console error occurs:

  "Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported in Unity 5"
  "If you want to use a non-convex mesh, either make the Rigidbody kinematic or remove the rigidbody component"

- The above error does not occur when "Is Kinematic" is ticked in the
  Rigidbody component; however the object cannot interact with the magnet rod.
master
Simon Tran 9 years ago
parent
commit
11e3b06f2e
114 changed files with 2479 additions and 1 deletions
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======================================
PROJECT JUNKER
======================================
TEXT FILE LAST UPDATE: 31.8.2015
==========================================================================
> 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)
> All customn meshes must be exported as a .FBX file.
> All custom meshes must be placed in the "Custom Meshes" folder.
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******DO NOT USE NUMBERS as the ending prefix******
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"mesh_scaffold_B.fbx"
"mesh_scaffold_C.fbx" etc....

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======================================
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:
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E.g. "obj_cart.fbx"
> If there are two or more variations of an object, an alphabet prefix should be
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******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
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> Custom-shaped meshes should be used for objects with complex shapes
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> All customn meshes must be exported as a .FBX file.
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******DO NOT USE NUMBERS as the ending prefix******
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PROJECT JUNKER
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======================================
PROJECT JUNKER
======================================
TEXT FILE LAST UPDATE: 31.8.2015
==========================================================================
> TEXTURES
==========================================================================
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follows binary values.
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> All textures should use the following naming convention:
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======================================
PROJECT JUNKER
======================================
TEXT FILE LAST UPDATE: 31.8.2015
==========================================================================
> TOON SHADING
==========================================================================
> Due to the nature of Unity's default toon shader, custom changes must
be made throughout development.
These include modifying existing toon-shading files such as .PNG files.
> ***REPORT ALL RESEARCH FINDINGS ON TOON-SHADING BELOW FOR FUTURE REFERENCE***
==========================================================================
> TOON SHADING RESEARCH NOTES:
==========================================================================
[28.8.15]
Toon-outlines are dependent on a png file with the gradiant line.
The gradient circle appeared to not have much of an effect.

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