====================================== 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....