Scalable art assets - 6 tips for improving workflows | Tutorial
Vložit
- čas přidán 12. 06. 2024
- In this video, we’re going to look at 6 tips to improve your projects when working with scalable assets in Unity 2022 LTS. Learn more about folder structure and naming conventions, Preset Manager, Prefab variants, and more.
Check out the resources mentioned in this video:
‘Create a C# style guide: Write cleaner code that scales’ e-book: on.unity.com/44jaCjg
Getting started with Unity Version Control: on.unity.com/4dhOmKC
‘80+ tips to increase your productivity in Unity 2022 LTS’: on.unity.com/3JyBbY7
Time Stamps:
[0:00] Intro
[0:07] Folder structure and naming conventions
[1:49] Preset Manager
[3:19] AssetPostProcessor
[4:36] Scripted Importer
[6:43] Prefab variants
[9:44] Version control
#unity #gamedev #unitytutorials - Hry
Great video. I wasn't aware about how useful preset manager could be - especially for Texture Importer
I like it when unity puts tutorial videos it's really handy, Can you give some tips for a foliage open-world? with HDRP or URP
Thanks helpful like always
Nice, Thank you.
I really recommend import processor instead of Preset Manager, even if you are an artist, talk with your programmer to do that for you (and maybe add some scriptable object to fine tune it), is much more organized and reliable than mess with configurations and overrides, specially because isn't a good idea to use both solutions at same time.
amazing
A lot of great tips here! Love the video. And I know the addressables section is just an example of how to use it, but it's completely unpractical. Because in that case, the tent cannot contribute to GI, reflection cubes, baked navigation or lightmaps and has no editor preview. Basically, since we are loading it in this way, it can't contribute to any editor-baked level data which is a huge restriction.
I wish Unity would had an inbuilt feature, where we can simply mark a mesh and it's materials as "lazy", so it will be loaded asynchonously from addressables, and we don't have to worry about implementation.
Thanks Les Grandes Equipe
Hi, in 8:30, you click on New build after setting up Adressables content. Are we obliged to click on New build ? Why ?
What if we want to sell castles, ruins, temples, etc., on the asset store and need a little bit of terrain around that for our demo videos or example scenes? Can we use the Terrain Tools Sample Assets? These EULA license doesn't allow us to resell and if these textures, brushes, objects are in the project it's like reselling, even if it's only for decoration/demo purposes? What can we do?
Can we hear more about the next iteration of Unity Visual Scripting?
What do upgrade 3D to this which 4D?
Day now you can work in the Unity!?x_x
I just started using unity 6 beta. And I can't turn on the recorder. I can't find it at its default position after installing it. It doesn't show up in the window/general tab area. Is this a bug? If not, where do i find the recorder tab thank you
Last!
Your recommended folder structure will be very problematic when dealing with a large project that uses addressables.
Second in Rome
Third ❤ need support 😊
yall have still not responded to my support email. Its been 4 months :DD
First
Does anyone still use Unity in 2024? :D
What do you use?
Godot and Unreal Engine
Yes, many
Unfortunately. This company is an embarassment.
@@graphiclife5416 bah
Thanks im making a game with my best freind @rulfgamer