Most of our assets go through a simple validation step, before they are imported into Unity. This meant creating Unity extensions and custom editors, to add the functionality we were missing from the default workflows and meet our requirements.
Ideally, both artists and developers would be able to understand and adjust the asset pipeline.īecause we are working with Unity, we are extending the asset pipeline that comes built-in. Maintainability and Extendability: Make pipeline easy to manage, maintain and extend.Validation: Perform asset validation and sanity checks, to catch simple mistakes, early on.
#UNITY ASSETS FOLDER DOWNLOAD#
to make quick adjustments to the app’s download size. Batch-Processing: Allow to quickly adjust import settings of a bulk of assets, i.e.Where possible, we wanted this to go beyond texture compression and file conversions, and instead output game-ready prefabs.
#UNITY ASSETS FOLDER MANUAL#
Automation: Turn source files into ready-to-use game assets with as little manual setup as possible.These are the requirements, that we have identified for our asset pipeline: That goal may not be realistically achievable, but with the right tools, we can at least make everyone’s life a little easier. The perfect asset pipeline would require no manual procedures and run fully automated, giving everyone exactly what they need. GoalĪrtists prepare asset input, developers access asset output: Our goal is to reduce friction between these two worlds, so everyone can focus on what they can do best.
For the sake of efficiency, maintainability, fast iteration and your personal sanity, you will want to reduce the amount of manual steps this takes, as much as possible.Īnecdotally, neither artists nor developers feel all that responsible for the task of asset integration: Both want to focus on their side of the pipeline, and a good asset pipeline should enable them to do just that. There is a good chance that many thousand assets will have to go through this process, especially when you are working on a content-driven game, like, let’s say a city-builder.
#UNITY ASSETS FOLDER ANDROID#
js files in that folder.Simple schematic of an asset pipeline providing assets for both iOS and Android platforms. I actually got compile errors because Unity kept thinking it had to include all the. Specifically, I don't want Unity to create a bunch of useless meta files for each file in that folder, or to act like a stray. Since that OffGame folder is not supposed to be part of the game and I only included it there to share it to my teammates over the collaborate service, I don't want it to be treated like a normal folder for the game. The Unity project temporarily makes use of certain files inside said OffGame folder, however, once the game is done, those files will be moved outside of that folder and integrated into the game proper. It's not actually supposed to be part of the game, but since I'm often making changes to it, I figured I'd include it in the Unity project. One of the folders we have inside our Unity project is an "OffGame" folder, which includes a tool I created specifically to help with the creation of certain assets. I work with a small team of three people, and we use the collaborate service within Unity to share our progress.