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===== Locations of Things ===== Assets will exist in two locations: the GIT repository, and Dropbox / other. The GIT repository should ONLY contain game code and completed, game-ready, importable assets. This is the actual directory that will be built to a final game. All other art assets, audio, and likewise should be shared via Dropbox, email, or other means. ===== Directory Structure ===== The directory structure of our GIT repository is as follows: * Build - the built game executables and intermediate link data. This folder need not be shared at this point * Client - the game files themselves. *this is the important one* * Assets - the folder containing the actual assets * Art - art assets go in here * Audio - music and sound * FX - should be in WAV or OGG format * Music - should be in MP3 format * Code - persistent, shared, global game code. These are things used by several objects. All CODE should be C#. Unity JavaScript is unacceptable for code, as it isn't a real language, has fewer features, and can be difficult to debug. * Core - code that is common to several game titles. Needs to be universal. * Game - code that's for this game title. Can be derived from stuff in Core or Lib * Lib - code that we didn't write, which our game uses * Fonts - ask Tom about font standards * Physics (physics materials go here. Put physics code in Assets/Code/Core/Physics or Assets/Code/Game) * Prefabs - put prefabs in here. This is important. * Scripts - single-use game scripts which aren't generally applicable to other situations (this one log needs to roll down a hill and explode at the bottom, for instance). Scripts can use C# or UnityScript (JS). * TK2DRoot - used by 2D Toolkit, which is the backbone of our sprite and font system. Do not touch. * Library - contains intermediate files for your local machine. Do NOT share * ProjectSettings - Contains metadata used by Unity. DO share * Temp - do not share


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