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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* * Client/Assets - the folder containing the actual assets * Client/Assets/Art - art assets go in here * Client/Assets/Audio - music and sound * Client/Assets/Audio/FX - should be in WAV or OGG format * Client/Assets/Audio/Music - should be in MP3 format * Client/Assets/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. * Client/Assets/Code/Core - code that is common to several game titles. Needs to be universal. * Client/Assets/Code/Game - code that's for this game title. Can be derived from stuff in Core or Lib * Client/Assets/Code/Lib - code that we didn't write, which our game uses * Client/Assets/Entities - contains the entirety of game's entities (see below * Client/Assets/Fonts - ask Tom about font importing * Client/Assets/Physics (physics materials go here. Put physics code in Assets/Code/Core/Physics or Assets/Code/Game) * Client/Assets/Prefabs - put prefabs in here. This is important. * Client/Assets/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). * Client/Assets/TK2DRoot - used by 2D Toolkit, which is the backbone of our sprite and font system. Do not touch. * Client/Library - contains intermediate files for your local machine. Do NOT share * Client/ProjectSettings - Contains metadata used by Unity. DO share * Client/Temp - do not share * Tools - not used * Work - not used ===== Entities ===== We will be using Entities in this game. For the purposes of the game, an entity is defined as: "A thing that has its own properties, art, behavior, and design, and can be replicated, instanced, or referenced." Examples would include: * A bat * An arrow * The girl * A tree which can be duplicated and re-used * A flowing river * The sun * A menu Each entity has its own ID, and each entity has its own folder within the /Client/Assets/Entities folder So, if the girl has the entity ID of player_girl, its folder would be /Assets/Entities/player_girl. Within an Entity's folder is a subdirectory of all its data: entity_id/Art - all 2D art NOT used as a texture entity_id/Audio - sounds it makes entity_id/Code - scripted or coded behaviors it has entity_id/Models - the meshes, the materials, and the textures go in here entity_id/Misc - other things it needs to function (who knows what these are... oh well?) entity_id/Prefabs - if the entity has any prefabs, they should go here Any readme.txts on the entity should go in the root folder (entity_id/) We should do it this way, because it's intuitive to think of things in context. Having a folder with hundreds of script files, sorted by function, is fun, but it's really not using Unity's file manager to full advantage.


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