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
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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. | |||||
> 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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====================================== | |||||
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.... |
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====================================== | |||||
PROJECT JUNKER | |||||
====================================== | |||||
TEXT FILE LAST UPDATE: 31.8.2015 | |||||
========================================================================== | |||||
> TERRAIN/AREA | |||||
========================================================================== | |||||
> All terrain meshes must be exported as a .FBX file. | |||||
> All objects should use the following naming convention: | |||||
"area_XX.fbx" where "XX" is the name of the object. | |||||
E.g. "area_shack.fbx" | |||||
E.g. "area_scaffold_enterance.fbx" | |||||
E.g. "area_scaffold_end.fbx" |
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====================================== | |||||
PROJECT JUNKER | |||||
====================================== | |||||
TEXT FILE LAST UPDATE: 31.8.2015 | |||||
========================================================================== | |||||
> TEXTURES | |||||
========================================================================== | |||||
> All textures should be exported as .PNG files. | |||||
(PNG is a lossless image format which will ensure quality) | |||||
> When creating UV Maps for textures, ensure the file size (width and height) | |||||
follows binary values. | |||||
(i.e. 1024, 2048, 4096 etc.) | |||||
> Ensure some extra paint is added on the edges of the UV Map when | |||||
developing textures. | |||||
> All textures should use the following naming convention: | |||||
"txtr_XX.png" where "XX" is the name of the object. | |||||
E.g. "txtr_pull_brother.png" | |||||
E.g. "txtr_shack.png" |
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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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