Version 5, last updated by sethillgard at June 21, 2009 18:22 UTC

Instances:

  • Every instace will be named with camelCase (starting lowercase).
  • Intance names can (and should) contain numbers to identify themselves.
  • Examples:
    • directionalLight3
    • player
    • level1Section8
    • playerFootSmoke

 

Prefabs:

  • Every prefabwill be named with CamelCase (starting uppercase).
  • All effect prefabs will end with the word Effect.
  • Examples:
    • BaseEnemyA rcher
    • PlayerFootSmokeEffect
    • JungleStone14
    • StandardFirefly
    • WaterfallEffect

 

Meshes:

  • Every mesh file should be imported in its own folder names after the mesh descriprion in CamelCase (starting uppercase).
  • Every mesh file should be imported in FBX format.
  • In the mesh folder there mush be a "Textures" folder with all the textures used by the mesh.
  • Every mesh file should contain all the animation for that mesh with a "animations.txt" file explaining the animations keyframes.
  • Mesh file names should be named in camelCase (starting lowercase).
  • Maya files (.mb) should be distributed next to the exported mesh and with the exact same filename.
  • All textures should be distributed in .psd files. No need to export them.
  • Texture names will be of the form: "meshName_uv.psd", "meshName_bump.psd" and so on.
  • Example mesh folder:
    • BaseEnemyArcher
      • Textures
        • baseEnemyArcher_uv.psd
        • baseEnemyArcher_bump.psd
      • baseEnemyArcher.mb
      • baseEnemyArcher.fbx
      • animations.txt

 

Please be careful with uppercase-lowercase and with mesh names. This will ensure absolute transparency inside Unity's enviroment.

Note that Unity will add another folder called Materials that will contain the unity Materials and shaders for this object.

Any scripts associated with the mesh (and only with the mesh) will be added inside an Scripts folder inside the mesh folder.

Also, inside Unity, the mesh associated prefab should be in the mesh folder.