|
======================================
|
|
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....
|